Friday, August 21, 2009
Gamasutra feature: Dity coding tricks
Dont miss this one! All kind of workarounds by developers constrained by time.
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Thursday, August 20, 2009
Irrlicht 1.5.1
This is quite old news, but for some reason Irrlicht site haven't discovered feeds yet. Irrlicht Engine has reached 1.5.1, after a long time since the previous version.
Irrlicht mostly shines because of its simplicity, probably the engine you should try to start with 3D development. Which doesn't means that it will save you to make mistakes, please be aware that some basic knowledge is required before you get a high level engine and start coding games.
Irrlicht mostly shines because of its simplicity, probably the engine you should try to start with 3D development. Which doesn't means that it will save you to make mistakes, please be aware that some basic knowledge is required before you get a high level engine and start coding games.
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Thursday, August 13, 2009
Carmack talks about the future
John Carmack, the genius behind titles like Doom and Quake, talks about next-gen consoles and the future in an interview. Read the resume here, or go see the videos.
Seems we are approaching the next step in the graphics evolution, and I think it is going to be towards photorealism via ray-tracing.
Seems we are approaching the next step in the graphics evolution, and I think it is going to be towards photorealism via ray-tracing.
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Tuesday, August 11, 2009
Regnum Online
I am not too fond of game reviews, but I have to make exceptions some times. Regnum Online is one of those games that works. And I mean it. If published by Blizzard or some other major game studio, it would be a widely know title. But RO is developed by a relatively unknown studio from Argentina, so, don't expect it to get attention from the big sites that receive millions of visits.
And I see this game as an opportunity to learn. A bunch of guys have faced a task feared even by big players, they have started low, they have avoided to be too innovative, and they have succeeded.
This game can be defined as traditional. They rely on mechanics that works, like WoW or perhaps Anarchy Online; you have stats and skills that you can use. I bet that an 80-90% percent of us expect that. An RPG, with level progression and a rich skill tree, nothing more. They have also succeded in making quests really attractive, by simply making them a big push to the level grinding. What I have found that really sucs is teams, there is no really incentive to play in teams, except for large monsters.
The graphic engine is not the best out there, but it works under Windows and Linux, even in my onboard ATI card. Again, I dare to say that MMORPG players are not looking for fancy graphics, but for inmersive gameplay. It took me some tweaking to my firewall to connect, but for home users with less restrictive policies this should't be a problem. Also, the update process works flawlessly, an important point for me after having all kind of weird issues with Planeshift updater.
RO gets money from selling ximerin, a currency used to get premium content in the game. The game is under active development with frequent updates and I recommend specially that you test this game.
And I see this game as an opportunity to learn. A bunch of guys have faced a task feared even by big players, they have started low, they have avoided to be too innovative, and they have succeeded.
This game can be defined as traditional. They rely on mechanics that works, like WoW or perhaps Anarchy Online; you have stats and skills that you can use. I bet that an 80-90% percent of us expect that. An RPG, with level progression and a rich skill tree, nothing more. They have also succeded in making quests really attractive, by simply making them a big push to the level grinding. What I have found that really sucs is teams, there is no really incentive to play in teams, except for large monsters.
The graphic engine is not the best out there, but it works under Windows and Linux, even in my onboard ATI card. Again, I dare to say that MMORPG players are not looking for fancy graphics, but for inmersive gameplay. It took me some tweaking to my firewall to connect, but for home users with less restrictive policies this should't be a problem. Also, the update process works flawlessly, an important point for me after having all kind of weird issues with Planeshift updater.
RO gets money from selling ximerin, a currency used to get premium content in the game. The game is under active development with frequent updates and I recommend specially that you test this game.
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Sunday, August 9, 2009
Neoaxis engine 0.8.2
NeoAxis is an all-purpose 3D engine (even when the official site says it is a 3D engine, I consider it more a game engine or a framework) that uses Ogre3D for rendering and includes a set of tools to increase productivity. Version 0.8.2 has been released and be aware that it is a commercial product.
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Thursday, August 6, 2009
Horde3D new version and license
Horde3d has released version 1.0.0 Beta 4, and they have changed the license to Eclipse Public License. Don't look at me, I didn knew there was such license.
Horde3d is a small engine, oriented to recent hardware (requires SM 2), and I haven't had time to test it enough, so I can't give you an opinion about it.
Horde3d is a small engine, oriented to recent hardware (requires SM 2), and I haven't had time to test it enough, so I can't give you an opinion about it.
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Tuesday, August 4, 2009
OpenGL 3.2
Yesterday the Khronos Group announced the availability of OpenGL 3.2 specifications. As usual, Nvidia is the first to provide a driver with initial support for such specs, this time even before the official announce.
The Khronos Group seems to be trying to recover all the time lost when designing version 3.0 of the standard, which was delayed almost a year. Since 3.1, changes are drastic. OpenGL has been stripped of all fixed pipeline functions, so don't expect that old tutorials teach you not even the basic stuff.
The Khronos Group seems to be trying to recover all the time lost when designing version 3.0 of the standard, which was delayed almost a year. Since 3.1, changes are drastic. OpenGL has been stripped of all fixed pipeline functions, so don't expect that old tutorials teach you not even the basic stuff.
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