Undeadragonslayer

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About Undeadragonslayer

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  1. Just thought I'd point out that from what I've read, ATi cards do have a serious performance problem with texture borders, however seeing as I have never actually tested it, I cant say either way, but that seems to be the consensus.
  2. OpenGL GL_MAX_TEXTURE_UNITS is wrong?

    There are three different variants of the GTX 260, the original one, with 64 TMUs (192 shader units), a 216 shader unit version, with 72 TMUs and a die shrunk version of the 216 shader version, also with 72 TMUs.
  3. Micro-Time Subscription for a MMOG

    Actually that is a good point, that you should be charged either nothing or very little for just bumming around chatting, getting quests, trading, et cetera. But don't forget that some people pretty much only use these sort of games as chat rooms (was disturbing to me when I played WoW the number of people that just hung around for about 90% of the time chatting). However if you go for a free model for things like just chatting, then you should probably not rely on people having credit just to log in, because otherwise that could isolate them from their friends/guild or whatever, rather allowing them to log in if they don't have credit, just allowing them to stay within a certain area (like a city) and not let them leave (possibly not trade either) but the problem with that is that when a player went to log in without credit what do you do? Send them to the nearest city or free area? These sort of things would have to be smoothed out.
  4. Micro-Time Subscription for a MMOG

    @sunandshadow: "One thing I might be interested in is a subscription that got used up by minutes of time logged in, rather than monthly regardless of how much time you played." Errr... That is what the "micro-time" (properly called a game time system) system that is being discussed is, you purchase game time as opposed to paying for a period in which you can play, so you pay for say 10 hours, that is 10 hours that you are logged in for, not 10 hours in which you can play, so that 10 hours will last you for a while until your have spent 10 hours playing the game. Of course you would have to sell decent amounts of time otherwise it would be annoying to the end user to rebill all the time, or give them the option for either simple rebilling that can be done quickly, not automatic billing though. If I was considering making an MMO then I would most likely use this model.
  5. Micro-Time Subscription for a MMOG

    I'm pretty sure that there are games that utilise this sort of subscription system. I think I remember reading about an MMO a while ago that did anyway. Either way I prefer the buying of game time over buying time in which you can play the game. Or in less confusing words, I prefer to pay only for the time that I use and not for the time period I am allowed to play in. However you would have to do a bit of testing to get the pricing right, because some people will go through small amounts of game time quickly. For example a guy I knew in high school managed in a 3 month period to rack up 1 month of game time in WoW, and that was during school and some school holidays (2 weeks were school holidays of that). So he was averaging 8 hours a day. If prices were tweaked appropriately I think this is a very good model to use for subscription games, better than using a game credit model or a time model (as in 1 month of time, not game time), given that you only pay for the time that you play. It all depends on how casually people play, the more casual someone is about MMO's then the more likely they will like this model.
  6. [web] Tempest Game Engine

    Nice. When I saw that games could be made using the canvas element I started to make a framework for games to be made in the canvas. University crept up on me though =[ . Well that and a lack of motivation to work on it. Nice work though, I'm getting ~76 FPS on a reasonably old machine. Using Chrome of course. Coincidentally my development companies name is Tempest Game Studios and I was about to start a game engine called the Tempest Game Engine (3D game engine however) and I have started a physics engine called Tempest Dynamics Engine. guess I have to change my engine name now :P.
  7. Unity Best Game Engine for Indie Game?

    Just a point about the NeoAxis engine, the free version is non-commercial. There is an indie license (Less than $100000 income from the product) as well as a commercial license (More than $100000 income from the product), which cost $95 and $395 respectively (http://www.neoaxisgroup.com/services/licensing). Other than that, I have used one of the engines listed, Torque 3D or rather the earlier version, Torque Game Engine Advanced, however this was only brief so i can't really give you much of an opinion of it, but i suggest taking a close look at what you need, who you think your target audience is and so on, this should help you to make a choice.
  8. [java] Making JAR files

    Works perfectly for me. I'm using Windows XP Pro. Service Pack 3, with the latest Java installed. Can't give you any help on it though, as I don't use Java.
  9. OpenGL iphone, dreamcast and OpenGL

    The iPhone uses a newer version of the graphics chip that was contained inside the Sega Dreamcast, it uses the PowerVR MBX (MBX Lite = 4th Generation) where as the Dreamcast was the PowerVR2 (CLX2 = 2nd Generation). As for the graphics library I am not too sure, however the tile based rendering is automatically exposed, there is no difference to you when programming the only difference is at the actual rendering time. Unless there are any vendor extensions for OpenGL ES on the iPhone, all of the functionality of the chip should be exposed to you.