• 5 Genre-Defining Games Forgotten By History
    42 replies, posted
I'm wondering why noone has attempted to build the Cathode-Ray Tube Amusement Device.
[QUOTE=Krinkels;45421815]I don't understand what a computer must do in order to render polygons on a screen. How can it be done without multiplication or cosines? Is there source code for Alpha Waves?[/QUOTE] 3D rendering is basically two parts. First, given a list of triangles, project the 3D points onto a 2D surface. Second, fill in those now-2D triangles. The first involves a fair number of trig functions for the camera transformation (orthographic projection does not use these, but it is not useful for games because it lacks a vanishing point or any sense of distance) [url]http://en.wikipedia.org/wiki/Perspective_transform#Perspective_projection[/url] The second involves mostly multiplies and adds. [url]http://fgiesen.wordpress.com/2011/07/06/a-trip-through-the-graphics-pipeline-2011-part-6/[/url] No computer has ever lacked multiplication. What may be lacking is floating-point multiplication, rather than integer or fixed-point. Many early processors did this, including the venerable 8086. [url]http://en.wikipedia.org/wiki/Floating_point[/url] Computers, inherently, have limited precision. They can only store a series of numbers, and with finite space comes finite precision. The simple way to represent numbers is as an integer. But that only works for integers - if you need fractions, you need something more. Fixed-point arithmetic is simple (simply treat an integer as counting sub-units rather than units), but has limited range and inherent precision problems (doing trig in fixed-point math is usually unreliable). Modern graphics uses floating-point data - like in scientific notation, each variable has not one but two numbers associated with it, the mantissa and the radix. Some relatively modern hardware has lacked true floating-point support - the original Playstation had none, as did the Nintendo DS.
everyone should [URL="http://en.wikipedia.org/wiki/Jurassic_Park:_Trespasser"]read about trespasser [/URL] it's genuinely fascinating and inspiring. it's one of the most technologically progressive and risky games ever made and also turned out to be one of the most hilariously terrible
[QUOTE=ChestyMcGee;45422482]everyone should [URL="http://en.wikipedia.org/wiki/Jurassic_Park:_Trespasser"]read about trespasser [/URL] it's genuinely fascinating and inspiring. it's one of the most technologically progressive and risky games ever made and also turned out to be one of the most hilariously terrible[/QUOTE] Fist game with ragdoll physics right?
Gabe Newell said he was inspired by Trespasser when he made Half-Life 2, if I remember correctly.
whats saddest about it is that it wasn't killed by dev incompetence per se, but by publishing but it's also a catch 22. on the one hand, if it wasn't for the jurassic park tie-in, there's no way a game that ambitious would have been funded but, on the other hand, it was the jurassic park tie-in that lead to the game being released practically half finished basically the game was supposed to come out in 1997 to coincide with the lost world release but even by 1998, when the game was forced into release, the devs were no where near finishing everything they wanted to have done
[QUOTE=Teddybeer;45427090]Best thing is that the source was leaked last year.[/QUOTE] Some people are trying to recreate what the "full" game should have been like, right?
[QUOTE=smileykiller447;45422680]Fist game with ragdoll physics right?[/QUOTE] Kinky.
Any other videos like this? Love long informative videos about games.
Wow, haven't heard Hey Hey 16k for a while.
Just noticed this tid-bit in the description: [QUOTE]This video is distributed for free and not monetised. I do not make any money from this.[/QUOTE] That's nice of him!
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