The key here is middleware. No more system dependant programming. Let's start with a plug-in oriented system and then move to more complicated things. After all, is RenderWare not a commercially successful piece of software? Their promise that my program will run on both the PC and the various game consoles is mighty enticing, and I guess it equally is for companies in their infancy that have little money and time to spare on looking for and acquiring this library and that or even learning how do to something themselves.
EDIT: added link
[Edited by - Fluffy-Bunny on April 13, 2006 12:10:42 AM]
We are obsolete.
Quote:
Game of the future is built around descriptive language. When designers start developing the game, there is no "coding", but semantic description.
"Game arena is a circular room, with human-sized exits leading to north and east. Walls are made out of granite, bloodstained and worn. There is sand on the floor, mixed with many unapealing semi-fluid substances. The top of arena is open, and night sky is seen. Strange constelations remind you you are no longer on Earth."
...
A nice idea, but that description won't give you the room you want,
the room inside your head, your imagination
While like reading a book every person got a completely different picture in
his head. No two imaginations are the same ... that's what you need artists for
Unless there will be a "brain"-parser of course ... :)
Quote:Original post by ze mooQuote:
Game of the future is built around descriptive language. When designers start developing the game, there is no "coding", but semantic description.
"Game arena is a circular room, with human-sized exits leading to north and east. Walls are made out of granite, bloodstained and worn. There is sand on the floor, mixed with many unapealing semi-fluid substances. The top of arena is open, and night sky is seen. Strange constelations remind you you are no longer on Earth."
...
A nice idea, but that description won't give you the room you want,
the room inside your head, your imagination
While like reading a book every person got a completely different picture in
his head. No two imaginations are the same ... that's what you need artists for
Unless there will be a "brain"-parser of course ... :)
Then, instead of using a 3D front end, you use a text client. Or nethack-like client. Yet you can still use the exactly same data. You also get the ability to specify the presentation language. This generator will use some Markov or more advanced method to describe the world to you, so you'll be able to have the game present you the content in the style of Tolkien, or Joyce, or Asimov, or even E.A.Poe, in verses even.
But it defines the true reusable data model.
Quote:Original post by Leo_E_49
I've heard that multi-core programming on the PS3 is surprisingly easier than most developers had originally feared. Can anyone confirm this?
they must be looking at a different dev kit to me then ;)
Quote:Original post by RobTheBlokeQuote:Original post by Leo_E_49
I've heard that multi-core programming on the PS3 is surprisingly easier than most developers had originally feared. Can anyone confirm this?
they must be looking at a different dev kit to me then ;)
It is easy when someone is used to dsp programming. To write good programs, all you have to do is throw out managed code and even the object oriented approach. If you stick to ansi c and a vector (or matrix) processing model then it's easy. In modern computers this model is mainly used for media codecs and shaders. If you are a programmer who can write a directshow filter, a low level device driver or a gpu shader then programming the ps3 is easy. Programming the dsp cores looks and feels exactly like the examples above and they are really meant for those kinds of jobs.
Viktor
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