2 ms·
"I think, we are very fortunate, to be in this realm of easy and cheap CPU. good technology, back in the old days, were critical to putting out amazing games. T
by jheriko 13y ago
"I think, we are very fortunate, to be in this realm of easy and cheap CPU. good technology, back in the old days, were critical to putting out amazing games. This was simply due to the fact that without the crazy tech, you wouldn't have anything worth playing."
i am regularly shocked that 'world class developer a' has no idea about, e.g. bsp trees and partitioning - which are fundamental (or at least good VSD in general) to why e.g. Quake shipped when it did and not 3 years later. and when people moan about memory speeds etc... also the shocking amounts of memory used for simple things.
a couple of years back i replaced an utterly broken vsd solution in a 'AAA' game for the current/last gen consoles - the memory footprint was around 1mb, with about 640k of that being totally uncompressed PVS data as bit vectors, but it lived alongside horrendously wasteful systems that managed to use whole megabytes to do tiny things in the world - much less than, you know, drawing all of it. :P
also, do note, you can finish a shippable game in a week if you just force yourself. with a month or two constructing a usable fps with physics basic ai and loading some 3rd party environment, meshes and animations is completely feasible even with little prior knowledge. finishing things is the ultimate skill it turns out...