Your work is going to fill a large part of your life, and the only way to be truly satisfied is to do what you believe is great work. And the only way to do great work is to love what you do.
-- Steve Jobs
Showing posts with label Gaming. Show all posts
Showing posts with label Gaming. Show all posts

Tuesday, November 29, 2011

Software Design - Step 1: In which we figure out what our software is going to do | Green Door Games

Step 1: In which we figure out what our software is going to do
So, in case you haven’t visited before I’m writing a small game using a simple and very effective methodology. I’m also taking you, dear reader, along for the ride!
Today, we’re figuring out what our features will be. If you continually find yourself at odds with clients or end up with crazy marketing people who say one thing before you write a project and expect another when you’re done – a good set of features can make all the difference.

Thursday, August 18, 2011

Rage and the Tech Behind id Tech 5 - Slashdot

Rage and the Tech Behind id Tech 5 - Slashdot
MojoKid writes "id Software's long-awaited FPS, Rage, is set to ship in October. When it launches, Rage will be the first game to feature id's newest graphics engine, dubbed id Tech 5. id Tech 5 has evolved considerably since the company started talking about it four years ago, however. While it contains a number of additional features, MegaTexturing remains one of the game's most visible advances. MegaTexturing uses a single large texture to map the terrain of an entire area. Data from that texture is streamed in depending on where the player is standing and what's visible. Effects that would normally be blended in traditional tiled texturing can be baked into the megatexture and streamed off disc when needed. The advantage of megatexturing is that it allows artists to create unique environments rather than resorting to a variety of tricks to hide repetitive texture tiles." id's Tim Willits spoke with Eurogamer about Rage's development, explaining how their goal of fast-paced action dictated certain design decisions. Rage will make use of Steamworks, but won't require a persistent connection for offline play. However, small parts of optional single-player content will only be available to players who buy the game new. Willits said, "Most people never find them. But as soon as you do, you're like, oh. And then you start to look for it. That's our first-time buyer incentive."

Saturday, August 13, 2011

Carmack On 'Infinite Detail,' Integrated GPUs, and Future Gaming Tech - Slashdot

Carmack On 'Infinite Detail,' Integrated GPUs, and Future Gaming Tech - Slashdot
Vigile writes "John Carmack sat down for an interview during Quakecon 2011 to talk about the future of technology for gaming. He shared his thoughts on the GPU hardware race (hardware doesn't matter but drivers are really important), integrated graphics solutions on Sandy Bridge and Llano (with a future of shared address spaces they may outperform discrete GPUs) and of course some thoughts on 'infinite detail' engines (uninspired content viewed at the molecular level is still uninspired content). Carmack does mention a new-found interest in ray tracing, and how it will 'eventually win' the battle for rendering in the long run."