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barrettcolin
searching Neon…
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by
barrettcolin
14y ago
I see this new note on the Adobe Alchemy labs page: "Domain memory (used by Alchemy) and Stage3D hardware acceleration – when used in combination – will be part of a premium tier of capabilities for gaming in Flash Player, enabling a new ge
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barrettcolin
15y ago
That reminds me: I noticed that humblebundle.com is apparently involved in the purchase transactions for the recently released 'English Country Tune'. So maybe there's more afoot than just the bundles themselves: http://www.englishcountryt
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barrettcolin
15y ago
For the sake of completeness, here is where I read that: http://www.ode.org/old_list_archives/2004-December/014735.ht... From looking at the game code, I see odd things like rolling barrels animating their rotation as though the physics e
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In Some Virtual Worlds, the Thrill Is Gone
(businessweek.com)
2 points
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barrettcolin
15y ago
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0 comments
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barrettcolin
15y ago
The slightly longer and more correct answer is the source release contains the game engine source and the Doom 3 and RoE game DLL source. The Doom 3/RoE game data is still required.
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barrettcolin
15y ago
It includes the source code for the expansion pack game dll (in d3xp). You'll still need the original RoE assets (when I went to install them on Windows, the installer crapped out because I wasn't on Windows 2000 or XP, but you can just cop
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barrettcolin
15y ago
I'm not sure where I picked up the info, and I haven't looked at the code to confirm it, but I believe the physics engine implementation is tied tightly to both the collision detection system and the entity update, both of which are quite s
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barrettcolin
15y ago
You don't. It's only implemented for Win32 (see neo/tools/edit_stub.cpp).
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barrettcolin
15y ago
Surprising? I wouldn't say that; C# is used in lots of non-Microsoft places these days: http://www.fastchicken.co.nz/2011/09/15/c-its-just-not-porta...
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barrettcolin
15y ago
Unexpected, but not without precedent. XNA on Xbox/Windows Phone 7/Windows, Unity3D across its range of supported platforms; it'll be interesting to see with Sony come up with.
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barrettcolin
15y ago
You can get a pretty good idea from looking at the mod sdk code, which is available from here: http://iddevnet.com/doom3/ There's quite a lot available in the game code; the physics system at least, maybe also the script interpreter? I ha
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barrettcolin
15y ago
He may be referring to Scaleform (or another Flash GUI library; I don't think he specifies), but he's also talking about his experience with scripting in Doom 3- which I'm fairly sure didn't use Flash.
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barrettcolin
15y ago
RAD game tools, purveyors of lots of 'middleware' for games, have developed their own Flash playback engine called Iggy. I don't know how it rates, but its an option: http://www.radgametools.com/iggy.htm
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barrettcolin
15y ago
My understanding is, "drawing" (in-view composition) is largely, if not completely, software (Quartz2D). Composition between views is (can be, at least) handled by the GPU; and that may well include animation of views. I don't know how abso
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barrettcolin
15y ago
This isn't new news if you've been following this business since the start: http://news.ycombinator.com/item?id=2552563
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barrettcolin
15y ago
As a complement, Chris Hecker has kept some of his notes regarding OpenGL vs. Direct3D around: http://chrishecker.com/OpenGL It seemed quite important at the time that he- who begat WinG, which begat DirectX, some of which is covered in R
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barrettcolin
15y ago
Reportedly, it isn't restricted to just in-app purchase: http://twitter.com/#!/jamesthomson/status/70095343605391360
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barrettcolin
15y ago
I'm not an IP lawyer, but according to this other post the patent at issue was filed in August 1992: http://www.lodsys.com/1/post/2011/05/q-opinion-in-several-bl... Won't that expire in August 2012?
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barrettcolin
15y ago
It was recollection on my part; not backed by empirical evidence. For this exact case, though: wouldn't you better handle this with floating point exceptions?
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barrettcolin
15y ago
I've had fairly heated arguments about this in the past and I'm curious to know if anyone else holds the same opinion: I contend that a normalize function is a really bad place to put an assert. Chances are the normalize will be called freq
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barrettcolin
15y ago
Digital Foundry has a series of interesting articles about measuring input lag in console games; I think this is the first: http://www.eurogamer.net/articles/digitalfoundry-lag-factor-...
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barrettcolin
15y ago
Another excellent resource is the archive of Erin Catto's GDC presentations (Erin is the author of Box2D). Box2D was first presented in 2006; the 2005 presentation is about an iterative method for constraint solving in 3D. Zips are here: h
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10 startups awarded €50k each by Enterprise Ireland "Competitive Start Fund"
(siliconrepublic.com)
2 points
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barrettcolin
15y ago
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0 comments
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barrettcolin
16y ago
Spot on, I think; I would add that as well as being a subject matter expert, you will also need to be intimately familiar with the hardware architectures of the Xbox 360 and PS3, since 'optimized' solutions for these platforms will need to
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barrettcolin
16y ago
To my knowledge, this is actually the second such fund being made available since late last year. I guess the first one was oversubscribed, which (I hope at least) augurs well. If you're in Ireland and you didn't hear about the first round
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barrettcolin
16y ago
Also, Java as a language is - unless I've missed something in my experience of it - a very bad fit for interacting with the OpenGL API. In particular specifying data in tightly packed or otherwise specifically arranged (interleaved, in part
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barrettcolin
16y ago
You might also find this useful: http://jet.ro/2007/08/13/immediate-mode-graphical-user-inter...
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barrettcolin
16y ago
I'd read up on the concepts behind Immediate Mode GUIs; here's a handy tutorial: http://sol.gfxile.net/imgui/ You trade some flexibility and input latency for a simple imperative structure that is easy to implement.
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barrettcolin
16y ago
"Stupendously inefficient" is a bit of a stretch for me in regards to Unity; I think it has a fairly well thought out - if admittedly rudimentary - GUI system (in its second iteration, upon which the editor application interface is also bui
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barrettcolin
16y ago
Broadly speaking, simpler is better on modern CPUs and GPUs. Testing an array of spheres against a view frustum is cache friendly, can be sped up considerably using SIMD instructions and is easily parallelizable. Submitting superfluous data
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