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From: Dr A. P. <aj...@eu...> - 2004-09-23 14:27:36
|
I would like to make InGame font bitmaps + spacing info etc from standard fonts with effects applied - eg with added drop shadows,outlines... whatever burned into them. Does anyone have any suggestions as to do how to do this in an easy way? Ideally if we could use the photoshop fonts support it would be great. Cheers, Andrew _____________________________________________________________________ This e-mail is confidential and may be privileged. It may be read, copied and used only by the intended recipient. No communication sent by e-mail to or from Eutechnyx is intended to give rise to contractual or other legal liability, apart from liability which cannot be excluded under English law. This message has been checked for all known viruses by Star Internet delivered through the MessageLabs Virus Control Centre. www.eutechnyx.com Eutechnyx Limited. Registered in England No: 2172322 |
From: <ma...@ch...> - 2004-09-21 13:39:20
|
On Tue, 21 Sep 2004, Javier Arevalo wrote: > CAVEY GERARD wrote: > > >> Why would UDP games consume "much more"? > > Well because of transmission reliability , and i would have say at > > least more maybe not much more ... > > I was gonna say pretty much what Mats already has. if (Mats == Mads) { ... > There was a discussion > about these issues in the GDAlg list, with the subject "[Algorithms] > select()+recv() vs. non-blocking sockets", so it's probably best not to > repeat it here. Mats, check it out - apparently Warcraft 3 (among others) > uses TCP instead of a reliable protocol over UDP, which surprised me. That surprises me too - however, if their realtime requirements are low enough, and they assume very minimal packet loss, I guess it makes sense. It is probably a lot easier to get through firewalls, stuff like that. > PS: the search function in Sourceforge's mailing list archive interface does > not seem to work - I can pack that thread into an Outlook Express folder and > zip it to you if interested. Can't really read Outlook Express I am afraid ... :-( Mads -- Mads Bondo Dydensborg. ma...@ch... Did you ever notice how at trade shows Microsoft is always the one giving away stress balls... |
From: Javier A. <ja...@py...> - 2004-09-21 12:44:17
|
CAVEY GERARD wrote: >> Why would UDP games consume "much more"? > Well because of transmission reliability , and i would have say at > least more maybe not much more ... I was gonna say pretty much what Mats already has. There was a discussion about these issues in the GDAlg list, with the subject "[Algorithms] select()+recv() vs. non-blocking sockets", so it's probably best not to repeat it here. Mats, check it out - apparently Warcraft 3 (among others) uses TCP instead of a reliable protocol over UDP, which surprised me. PS: the search function in Sourceforge's mailing list archive interface does not seem to work - I can pack that thread into an Outlook Express folder and zip it to you if interested. -- Javier Arevalo Pyro Studios |
From: <ma...@ch...> - 2004-09-21 11:04:20
|
On Tue, 21 Sep 2004, CAVEY GERARD wrote: > >The figures are in Kilobytes/sec, and no, the engine used UDP (DirectPlay > >protocol). Why would UDP games consume "much more"? > Well because of transmission reliability , and i would have say at least > more > maybe not much more ... If you game rely on realtime responses, using TCP is really not very clever. Its quite easy to build a reliable stream on top of UDP, in the cases where you need it, but if you chose to use TCP, you are stuck with all the assumptions about traffic, that TCP makes. Perhaps TCP is suitable for a small class of online games (online chess, stuff like that), but I can't really see anyone choosing it as their first choice. And, everything else beeing equal, there is a greater overhead in TCP than UDP. In fact, the only scenario I can think of, where UDP has a greater overhead than TCP, is if you use UDP as a reliable stream in a really silly way. Mads -- Mads Bondo Dydensborg. ma...@ch... If you have a chance, take a look at the virus code, and see what some 300 lines of visual basic can cost industry in say a 24 hour period. - Ron Sprenkels on the 'I Love You' email virus |
From: CAVEY G. <GER...@sg...> - 2004-09-21 10:43:01
|
>The figures are in Kilobytes/sec, and no, the engine used UDP = (DirectPlay=20 >protocol). Why would UDP games consume "much more"? Well because of transmission reliability , and i would have say at = least more maybe not much more ... GC. ************************************************************************= * Ce message et toutes les pieces jointes (ci-apres le "message") sont confidentiels et etablis a l'intention exclusive de ses destinataires. Toute utilisation ou diffusion non autorisee est interdite.=20 Tout message electronique est susceptible d'alteration.=20 SG Asset Management et ses filiales declinent toute responsabilite au = titre de ce message s'il a ete altere, deforme ou falsifie. D=E9couvrez l'offre et les services de SG Asset Management sur le site www.sgam.fr=20 ******** This message and any attachments (the "message") are confidential and intended solely for the addressees. Any unauthorised use or dissemination is prohibited.=20 E-mails are susceptible to alteration. =20 Neither SG Asset Management nor any of its subsidiaries or affiliates = shall be liable for the message if altered, changed or falsified.=20 ************************************************************************= * |
From: Javier A. <ja...@py...> - 2004-09-21 10:01:43
|
CAVEY GERARD wrote: > Well i guess your engine was using TCP , right? > No need to test to say that UDP games will consume much more. The figures are in Kilobytes/sec, and no, the engine used UDP (DirectPlay protocol). Why would UDP games consume "much more"? -- Javier Arevalo Pyro Studios |
From: CAVEY G. <GER...@sg...> - 2004-09-21 08:29:30
|
>Memory is fuzzy, but here I go. Praetorians (RTS using standard fare=20 >lock-step multiplayer) peaked at about 8K/s on a server with 8 players = >(server collects input packets from all clients and resends them to = every=20 >client, 5 times per second). Well, higher than that if all players = decide to=20 >start frantically banging their keyboards / mice. Average bandwidth = would be=20 >much lower because the low frequency of commands during actual = gameplay, but=20 >we never bothered checking it; perhaps 2-3K/s. Well i guess your engine was using TCP , right? No need to test to say that UDP games will consume much more. GC. ************************************************************************= * Ce message et toutes les pieces jointes (ci-apres le "message") sont confidentiels et etablis a l'intention exclusive de ses destinataires. Toute utilisation ou diffusion non autorisee est interdite.=20 Tout message electronique est susceptible d'alteration.=20 SG Asset Management et ses filiales declinent toute responsabilite au = titre de ce message s'il a ete altere, deforme ou falsifie. D=E9couvrez l'offre et les services de SG Asset Management sur le site www.sgam.fr=20 ******** This message and any attachments (the "message") are confidential and intended solely for the addressees. Any unauthorised use or dissemination is prohibited.=20 E-mails are susceptible to alteration. =20 Neither SG Asset Management nor any of its subsidiaries or affiliates = shall be liable for the message if altered, changed or falsified.=20 ************************************************************************= * |
From: Brett B. <res...@ga...> - 2004-09-21 08:17:29
|
Thanks! Is that kilobyte or kilobit per second? Bandwidth is usally quoted in bits so I want to be sure... ----- Original Message ----- From: "Javier Arevalo" <ja...@py...> To: <gam...@li...> Sent: Tuesday, September 21, 2004 4:23 PM Subject: Re: [GD-General] Bandwidth > Memory is fuzzy, but here I go. Praetorians (RTS using standard fare > lock-step multiplayer) peaked at about 8K/s on a server with 8 players > (server collects input packets from all clients and resends them to every > client, 5 times per second). Well, higher than that if all players decide > to start frantically banging their keyboards / mice. Average bandwidth > would be much lower because the low frequency of commands during actual > gameplay, but we never bothered checking it; perhaps 2-3K/s. > > Brett Bibby wrote: >> Can anyone with a _shipped_ network-enabled (WAN, not LAN) title >> comment on how much bandwidth is used for your game? I'm trying to >> understand the network bandwidth needs for a variety of game types, >> so the game type (name is even better if you can disclose) and the >> bits/bytes per second throughput would be appreciated. >> >> I have done a lot of googling and it seems there is a big difference >> between the games that shipped and those that are in development in >> terms of usage, so I'm hoping to limit the information to actually >> shipped titles and real-world numbers. > > -- > Javier Arevalo > Pyro Studios > > > > ------------------------------------------------------- > This SF.Net email is sponsored by: YOU BE THE JUDGE. Be one of 170 > Project Admins to receive an Apple iPod Mini FREE for your judgement on > who ports your project to Linux PPC the best. Sponsored by IBM. > Deadline: Sept. 24. Go here: http://sf.net/ppc_contest.php > _______________________________________________ > Gamedevlists-general mailing list > Gam...@li... > https://lists.sourceforge.net/lists/listinfo/gamedevlists-general > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_id=557 |
From: Javier A. <ja...@py...> - 2004-09-21 08:12:45
|
Memory is fuzzy, but here I go. Praetorians (RTS using standard fare lock-step multiplayer) peaked at about 8K/s on a server with 8 players (server collects input packets from all clients and resends them to every client, 5 times per second). Well, higher than that if all players decide to start frantically banging their keyboards / mice. Average bandwidth would be much lower because the low frequency of commands during actual gameplay, but we never bothered checking it; perhaps 2-3K/s. Brett Bibby wrote: > Can anyone with a _shipped_ network-enabled (WAN, not LAN) title > comment on how much bandwidth is used for your game? I'm trying to > understand the network bandwidth needs for a variety of game types, > so the game type (name is even better if you can disclose) and the > bits/bytes per second throughput would be appreciated. > > I have done a lot of googling and it seems there is a big difference > between the games that shipped and those that are in development in > terms of usage, so I'm hoping to limit the information to actually > shipped titles and real-world numbers. -- Javier Arevalo Pyro Studios |
From: Brett B. <res...@ga...> - 2004-09-21 00:08:58
|
Can anyone with a _shipped_ network-enabled (WAN, not LAN) title comment on how much bandwidth is used for your game? I'm trying to understand the network bandwidth needs for a variety of game types, so the game type (name is even better if you can disclose) and the bits/bytes per second throughput would be appreciated. I have done a lot of googling and it seems there is a big difference between the games that shipped and those that are in development in terms of usage, so I'm hoping to limit the information to actually shipped titles and real-world numbers. Thank you. Brett |
From: Ignacio <cas...@ya...> - 2004-09-13 08:56:45
|
If you really need a complex GUI, an option that may be worth to consider i= s=20 to use any of the existing comercial gui libraries that have proven to work= =20 well and have nice tools to design the ui layout. For example, Qt4 provides= =20 different painter engines, one of them implemented using OpenGL. You can al= so=20 provide your own implementation of QPaintEngine using DirectX, you would ju= st=20 have to write some simple drawing routines. You would also have to implemen= t=20 a custom style engine so to adapt the ui to the look&feel of your game. http://doc.trolltech.com/4.0/qpaintengine.html http://doc.trolltech.com/4.0/qstyle.html =2D-=20 Ignacio Casta=F1o cas...@ya... On Saturday 28 August 2004 22:41, Tham wrote: > Hi, > > Probably this is an age old question. If so please point me to the correct > place if this topic is already discussed in great length. > > I would like to know what are the techniques and its pros/cons that are > used to produce complex in game GUI (such as those found in Star Wars > Galaxy) with trees, split panes, child windows etc. > > Will appreciate any ideas, urls, advice... > > Many thanks > tham |
From: Javier A. <ja...@py...> - 2004-08-30 07:02:16
|
- Get started with it. - Use an existing UI framework like Windows, the MFC, Forms.NET as a guideline. - Make sure the layout is data-driven through a script. - Separate description of visual appearance (styles) from description of layout. - Don't make its behaviour scriptable the first time around, but design with that in mind. - Be ready to rewrite it halfway through. Tham wrote: > Probably this is an age old question. If so please point me to the > correct place if this topic is already discussed in great length. > > I would like to know what are the techniques and its pros/cons that > are used to produce complex in game GUI (such as those found in Star > Wars Galaxy) with trees, split panes, child windows etc. > > Will appreciate any ideas, urls, advice... -- Javier Arevalo Pyro Studios |
From: Andrew G. <ag...@cl...> - 2004-08-29 14:28:51
|
I haven't seen SWG so I can't comment on that, but in general games tend to have pretty simple requirements (e.g a buttons, sliders, lists) and implement their own versions. Andy -----Original Message----- From: gam...@li... [mailto:gam...@li...] On Behalf Of Tham Sent: 29 August 2004 06:42 To: gam...@li... Subject: [GD-General] Complex In game UI Hi, Probably this is an age old question. If so please point me to the correct place if this topic is already discussed in great length. I would like to know what are the techniques and its pros/cons that are used to produce complex in game GUI (such as those found in Star Wars Galaxy) with trees, split panes, child windows etc. Will appreciate any ideas, urls, advice... Many thanks tham ------------------------------------------------------- This SF.Net email is sponsored by BEA Weblogic Workshop FREE Java Enterprise J2EE developer tools! Get your free copy of BEA WebLogic Workshop 8.1 today. http://ads.osdn.com/?ad_id=5047&alloc_id=10808&op=click _______________________________________________ Gamedevlists-general mailing list Gam...@li... https://lists.sourceforge.net/lists/listinfo/gamedevlists-general Archives: http://sourceforge.net/mailarchive/forum.php?forum_id=557 |
From: Tham <th...@ga...> - 2004-08-29 05:41:55
|
Hi, Probably this is an age old question. If so please point me to the correct place if this topic is already discussed in great length. I would like to know what are the techniques and its pros/cons that are used to produce complex in game GUI (such as those found in Star Wars Galaxy) with trees, split panes, child windows etc. Will appreciate any ideas, urls, advice... Many thanks tham |
From: Thatcher U. <tu...@tu...> - 2004-08-22 00:57:28
|
On Aug 20, 2004 at 10:26 -0700, mike wuetherick wrote: > Zach Baker wrote: > >Are you actually using it under the terms of the LGPL? The LGPL is a > >pretty demanding license to attach to a scripting language and in > >particular to a language that might otherwise be suitable for being > >embedded in a commercial game. > > what about the lgpl do you think would cause problems for a commercial > game? It's a big problem for console games. For PC it's just an annoyance I guess. -- Thatcher Ulrich http://tulrich.com |
From: Patrick D. <pa...@wa...> - 2004-08-21 16:29:16
|
I think it is well understood that any modifications made to the library must be distributed under LGPL. However, one of the primary goals of the LGPL is to ensure that a user can modify the library covered by the LPGL and use those modifications with the application. The requirements of the LGPL make it the developer's responsibility to ensure the user has access to the necessary materials to make those modifications and relink them with the application. Section 6 of the license covers the distribution requirements of a "work that uses the library" that has been linked with the library. In particular, the distribution must: - permit the user to modify and reverse engineer the game - give prominent notice that the library is used and covered by LGPL - include a copy of the LGPL license - for every copyright notice displayed by the game, also include the copyright notice for the library and information about how to obtain the LGPL license - do one of the following: 1. include complete source code for the library, source code and/or object code for the game, source code and/or object code for all other libraries used 2. use dynamic linking for access the library 3. include a written offer to give a user the material in choice #1 - and if the distribution is an executable: - include any data and utility programs needed for reproducing the executable from it (exception: materials normally included with the OS do not need to be included) I expect most of us deliver games as an executable, so to comply with that last requirement, I think you will need to include .obj files and any other .lib files that you statically link against. Your game may use a middleware library with a license that does not permit redistribution or reverse engineering. If this is the case, then the LGPL is explicit: you cannot use the the two libraries in the same executable. The problem may get worse for console developers. Since development kits are not normally distributed or obtainable by end users, I think you would need to provide one to be compliant. I'm not a lawyer, so my interpretations may be incorrect. However, there are enough issues here to make LGPL an unattractive license for commerical developers. mike wuetherick wrote: > Zach Baker wrote: > >> Are you actually using it under the terms of the LGPL? The LGPL is a >> pretty demanding license to attach to a scripting language and in >> particular to a language that might otherwise be suitable for being >> embedded in a commercial game. > > > what about the lgpl do you think would cause problems for a commercial > game? you don't have to provide your scripts, you don't have to provide > the code for the application you created with simkin, you just have to > provide any changes you make to simkin itself - which in our case has > been almost zero. > > in any case, the game engine itself is open-source under an mit license > so it the source is always available online anyways. > > not sure what the problem here would be, the source has been released > properly, we have commercial teams using the engine and for most > requirements, you wouldn't need to modify the simkin portions of the > code even if you wanted to add new scripting commands or modify the > gameshell itself... > > mike w > www.realityfactory.ca > > > ------------------------------------------------------- > SF.Net email is sponsored by Shop4tech.com-Lowest price on Blank Media > 100pk Sonic DVD-R 4x for only $29 -100pk Sonic DVD+R for only $33 > Save 50% off Retail on Ink & Toner - Free Shipping and Free Gift. > http://www.shop4tech.com/z/Inkjet_Cartridges/9_108_r285 > _______________________________________________ > Gamedevlists-general mailing list > Gam...@li... > https://lists.sourceforge.net/lists/listinfo/gamedevlists-general > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_id=557 |
From: yogiwp <yo...@gm...> - 2004-08-21 07:25:42
|
Thanks all. I have tried FRAPS and indeed it causes quite a slowdown. We choose to record from video-out; more hassle but it is not something we do very often. Alen: re saving fixed-rate frames, yes I have done that in the past to record character animation loops and works very well. Sadly we don't have any demo record-playback mechanism at the moment so we can't use it for recording gameplay. Again, thanks for all the suggestions. Yogi Wahyu Prasidha www.inspiritarena.com |
From: mike w. <mi...@ge...> - 2004-08-21 05:26:49
|
Zach Baker wrote: > Are you actually using it under the terms of the LGPL? The LGPL is a > pretty demanding license to attach to a scripting language and in > particular to a language that might otherwise be suitable for being > embedded in a commercial game. what about the lgpl do you think would cause problems for a commercial game? you don't have to provide your scripts, you don't have to provide the code for the application you created with simkin, you just have to provide any changes you make to simkin itself - which in our case has been almost zero. in any case, the game engine itself is open-source under an mit license so it the source is always available online anyways. not sure what the problem here would be, the source has been released properly, we have commercial teams using the engine and for most requirements, you wouldn't need to modify the simkin portions of the code even if you wanted to add new scripting commands or modify the gameshell itself... mike w www.realityfactory.ca |
From: mike w. <mi...@ge...> - 2004-08-21 05:21:24
|
from what i've found, fraps causes major frame-rate slowdowns while recording, unless you have a super-fast machine to record the video, you will end up with half or sometimes less the performance of your game while you are recording. this has caused us problems before - the video ends up being alot lower framerate than the actual game and caused some negative feedback as a result... i would probably use a normal svideo output out of a videocard and capture that on a second machine if (when) we have to put a trailer out again rather than use fraps. mike w www.realityfactory.ca Alen Ladavac wrote: > What we usually do is to record a demo and then play it back off-line with > fixed time step and take screenshots of that. Then you can import that as an > image sequence into a movie package of choice. Sound gets ripped in a > separate pass from that same demo and dubbed onto the sequence. This gives > perfect AV quality, and doesn't require any extra hardware or software. Of > course, you need to support demo playback for that... ;) > > HTH, > Alen > > ----- Original Message ----- > From: "yogiwp" <yo...@gm...> > To: <gam...@li...> > Sent: Wednesday, August 18, 2004 11:33 > Subject: [GD-General] In-game Capture > > > >>How do people record in-game video & audio into .avi? >> >>We're looking for software-based solution, and there's too many screen > > recorder > >>utilities out there we don't know where to begin. We need ones that can > > record > >>Direct3D9 and ideally it should cause minimal slowdowns. >>Also, we'd like to know if there's easy & cheap hardware-based recording. >> >>Thanks in advance. >> >> >>Yogi Wahyu Prasidha >>www.inspiritarena.com >> >> >> >> >>------------------------------------------------------- >>SF.Net email is sponsored by Shop4tech.com-Lowest price on Blank Media >>100pk Sonic DVD-R 4x for only $29 -100pk Sonic DVD+R for only $33 >>Save 50% off Retail on Ink & Toner - Free Shipping and Free Gift. >>http://www.shop4tech.com/z/Inkjet_Cartridges/9_108_r285 >>_______________________________________________ >>Gamedevlists-general mailing list >>Gam...@li... >>https://lists.sourceforge.net/lists/listinfo/gamedevlists-general >>Archives: >>http://sourceforge.net/mailarchive/forum.php?forum_id=557 >> > > > > > ------------------------------------------------------- > SF.Net email is sponsored by Shop4tech.com-Lowest price on Blank Media > 100pk Sonic DVD-R 4x for only $29 -100pk Sonic DVD+R for only $33 > Save 50% off Retail on Ink & Toner - Free Shipping and Free Gift. > http://www.shop4tech.com/z/Inkjet_Cartridges/9_108_r285 > _______________________________________________ > Gamedevlists-general mailing list > Gam...@li... > https://lists.sourceforge.net/lists/listinfo/gamedevlists-general > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_id=557 > > |
From: tweety <mi...@sy...> - 2004-08-20 00:59:47
|
What about java? I've seen a few games using it... ---------------------------------- Peace and love, Tweety mi...@sy... - twe...@us... YahooID: tweety_04_01 > -----Original Message----- > From: gam...@li... > [mailto:gam...@li...] On > Behalf Of Zach Baker > Sent: August 18, 2004 10:31 PM > To: gam...@li... > Subject: Re: [GD-General] Games using off-the-shelf scripting > languages other than Python or Lua? > > mike wuetherick wrote: > > we have used simkin (www.simkin.co.uk) for our scripting > language for > > several years, it is a c-like language, very nice, simple to use and > > easily extensible. > > > > it is also cross-platform and can be integrated into many languages, > > including embedded devices and more. > > Are you actually using it under the terms of the LGPL? The LGPL is a > pretty demanding license to attach to a scripting language and in > particular to a language that might otherwise be suitable for being > embedded in a commercial game. > > To give my personal experience, I'm a Ruby fan but it's far > too slow and > large to consider embedding. JavaScript would be nice but I > do console > work and even stripped to the bone it is too large. > > I've evaluated Lua. It's okay, I think, and very good in theory, but > the code is really comment-deficient, the invocation overhead is not > low enough for me, and the syntax is just different enough from C that > bugs like leaving out a "then" after an if statement would > seem common. > But it is closer than anything else to the kind of language you would > typically want to embed in a commercial game, except maybe Small. > > I've rolled my own scripting languages and the control is worth it. > It's always been for "little languages" rather than > full-blown scripting > languages. The two huge abilities I gain with any scripting language > (from Ruby to formatting strings) are representing behavior > as data and > specifying behavior with problem-specific semantics. An off-the-shelf > language that happened to be suitable would be great, but my needs are > always too specific. But just gaining those two abilities tends to be > enough unless the game needs widespread scripting or deep scripting, > which hasn't happened on any games I've worked on. > > A need for widespread scripting suggests that a more scripty language > (Lisp, say) should be at the core of the game architecture in order to > minimize inevitable cross-language hangups. A need for deep scripting > suggests the use of a scripting language that meets some very specific > needs, which may make it difficult to use an off-the-shelf scripting > language. So as far as I can see, it all comes down to the more > mundane issues -- memory, memory, memory, speed, C/C++ interface, > familiar syntax -- rather than language features. I don't foresee > anyone embedding a language like Ruby in a commercial game. > > -- Zach. > > > > > ------------------------------------------------------- > SF.Net email is sponsored by Shop4tech.com-Lowest price on Blank Media > 100pk Sonic DVD-R 4x for only $29 -100pk Sonic DVD+R for only $33 > Save 50% off Retail on Ink & Toner - Free Shipping and Free Gift. > http://www.shop4tech.com/z/Inkjet_Cartridges/9_108_r285 > _______________________________________________ > Gamedevlists-general mailing list > Gam...@li... > https://lists.sourceforge.net/lists/listinfo/gamedevlists-general > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_id=557 > |
From: Zach B. <za...@za...> - 2004-08-19 02:31:10
|
mike wuetherick wrote: > we have used simkin (www.simkin.co.uk) for our scripting language for > several years, it is a c-like language, very nice, simple to use and > easily extensible. > > it is also cross-platform and can be integrated into many languages, > including embedded devices and more. Are you actually using it under the terms of the LGPL? The LGPL is a pretty demanding license to attach to a scripting language and in particular to a language that might otherwise be suitable for being embedded in a commercial game. To give my personal experience, I'm a Ruby fan but it's far too slow and large to consider embedding. JavaScript would be nice but I do console work and even stripped to the bone it is too large. I've evaluated Lua. It's okay, I think, and very good in theory, but the code is really comment-deficient, the invocation overhead is not low enough for me, and the syntax is just different enough from C that bugs like leaving out a "then" after an if statement would seem common. But it is closer than anything else to the kind of language you would typically want to embed in a commercial game, except maybe Small. I've rolled my own scripting languages and the control is worth it. It's always been for "little languages" rather than full-blown scripting languages. The two huge abilities I gain with any scripting language (from Ruby to formatting strings) are representing behavior as data and specifying behavior with problem-specific semantics. An off-the-shelf language that happened to be suitable would be great, but my needs are always too specific. But just gaining those two abilities tends to be enough unless the game needs widespread scripting or deep scripting, which hasn't happened on any games I've worked on. A need for widespread scripting suggests that a more scripty language (Lisp, say) should be at the core of the game architecture in order to minimize inevitable cross-language hangups. A need for deep scripting suggests the use of a scripting language that meets some very specific needs, which may make it difficult to use an off-the-shelf scripting language. So as far as I can see, it all comes down to the more mundane issues -- memory, memory, memory, speed, C/C++ interface, familiar syntax -- rather than language features. I don't foresee anyone embedding a language like Ruby in a commercial game. -- Zach. |
From: Arno K. <ar...@se...> - 2004-08-18 13:24:12
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Hi, I can confirm this. I created lots of video clips from games, and fraps performed wonders. greetz, Arno > Fraps is the best solution I've come across (http://www.fraps.com/). > AFAIK it's specifically designed to record video from games unlike many > other recorders out there. > > Cheers, > Kimmo > >> How do people record in-game video & audio into .avi? >> >> We're looking for software-based solution, and there's too many screen >> recorder >> utilities out there we don't know where to begin. We need ones that >> can record >> Direct3D9 and ideally it should cause minimal slowdowns. >> Also, we'd like to know if there's easy & cheap hardware-based recording. >> >> Thanks in advance. >> >> >> Yogi Wahyu Prasidha >> www.inspiritarena.com > > > > > > ------------------------------------------------------- > SF.Net email is sponsored by Shop4tech.com-Lowest price on Blank Media > 100pk Sonic DVD-R 4x for only $29 -100pk Sonic DVD+R for only $33 > Save 50% off Retail on Ink & Toner - Free Shipping and Free Gift. > http://www.shop4tech.com/z/Inkjet_Cartridges/9_108_r285 > _______________________________________________ > Gamedevlists-general mailing list > Gam...@li... > https://lists.sourceforge.net/lists/listinfo/gamedevlists-general > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_id=557 -- -- url: www dot sevendwarfs dot nl email: arno at sevendwarfs dot nl |
From: Alen L. <ale...@cr...> - 2004-08-18 13:16:57
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What we usually do is to record a demo and then play it back off-line with fixed time step and take screenshots of that. Then you can import that as an image sequence into a movie package of choice. Sound gets ripped in a separate pass from that same demo and dubbed onto the sequence. This gives perfect AV quality, and doesn't require any extra hardware or software. Of course, you need to support demo playback for that... ;) HTH, Alen ----- Original Message ----- From: "yogiwp" <yo...@gm...> To: <gam...@li...> Sent: Wednesday, August 18, 2004 11:33 Subject: [GD-General] In-game Capture > How do people record in-game video & audio into .avi? > > We're looking for software-based solution, and there's too many screen recorder > utilities out there we don't know where to begin. We need ones that can record > Direct3D9 and ideally it should cause minimal slowdowns. > Also, we'd like to know if there's easy & cheap hardware-based recording. > > Thanks in advance. > > > Yogi Wahyu Prasidha > www.inspiritarena.com > > > > > ------------------------------------------------------- > SF.Net email is sponsored by Shop4tech.com-Lowest price on Blank Media > 100pk Sonic DVD-R 4x for only $29 -100pk Sonic DVD+R for only $33 > Save 50% off Retail on Ink & Toner - Free Shipping and Free Gift. > http://www.shop4tech.com/z/Inkjet_Cartridges/9_108_r285 > _______________________________________________ > Gamedevlists-general mailing list > Gam...@li... > https://lists.sourceforge.net/lists/listinfo/gamedevlists-general > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_id=557 > |
From: Kimmo V. <kim...@op...> - 2004-08-18 13:07:18
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Hi, Fraps is the best solution I've come across (http://www.fraps.com/). AFAIK it's specifically designed to record video from games unlike many other recorders out there. Cheers, Kimmo >How do people record in-game video & audio into .avi? > >We're looking for software-based solution, and there's too many screen >recorder >utilities out there we don't know where to begin. We need ones that can record >Direct3D9 and ideally it should cause minimal slowdowns. >Also, we'd like to know if there's easy & cheap hardware-based recording. > >Thanks in advance. > > >Yogi Wahyu Prasidha >www.inspiritarena.com |
From: yogiwp <yo...@gm...> - 2004-08-18 11:34:39
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How do people record in-game video & audio into .avi? We're looking for software-based solution, and there's too many screen recorder utilities out there we don't know where to begin. We need ones that can record Direct3D9 and ideally it should cause minimal slowdowns. Also, we'd like to know if there's easy & cheap hardware-based recording. Thanks in advance. Yogi Wahyu Prasidha www.inspiritarena.com |