Re: [GD-General] game_dev_proc (was Eiffel)
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From: Sergei M. <se...@ha...> - 2001-12-22 13:13:31
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Very interesting link, I'll even suggest to all the tech people here to take a look on it. These guys really push the limits of the hardware, as I read it and use rather sophisticated toolset for processing their data... and they are only 3-4 programmers! Reading that link arises some questions in my head, like: "My god, why creation of one damn game must be such trip into technical depths of the hardware and algorithmical complexities... Yes, I would enjoy it, but looking at it from a non-programmer point of view it seems as a lot of efford put into a single CD that bring to life one little orange dog... And what if these same guys worked over the cure for the cancer and don't spending their brainpower for people's entertainment ?". Maybe the answer is obvous, but I mean that the process of creating today's games evolved into a very complex challenge taking years. And for almost every single game that process is started from the scratch! (Although these same guys are one excellent example of reusing their previous work). It seems that in our world today one single piece of entertainment is fun when it is complex (besides Tetris maybe) - complex environment, compex level geometry, complex animations, textures and effects, complex behaviour, dialogues and storyline. Books, movies, games... I remember that eating mammoths and living in caves wasn't such bad at the end... :) ... (now I'm back to earth) Besides all the stuff they write (Naughty Dog's guys) I was excited to see a tool that rearanges the data to optimize data flow... Would any PC developer bother with that? These people use that because of inadequate hardware, but I havent't heard of PC developer to use such thing (I'll be happy if somebody prove that I'm wrong!) - maybe we trust too much in the OS features that lacks on consoles..? What do you think about that? From: "Thatcher Ulrich" <tu...@tu...> > > > There's a BIG PS2 game out at the moment that was written almost > > > entirely in lisp, including the VU code. They wrote their own > > > compiler, and apparently have the full rewrite-while-executing > > > environment going as well. > > Here's some info re: the older Crash games (look under "GOOL" for the > Lisp stuff): > > http://www.gamasutra.com/features/19991112/GavinWhite_03.htm > |