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About weasalmongler

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  1. weasalmongler

    Future of Gaming: Facts

    [quote name='coderx75' timestamp='1326378294'] Quantum computing would be a great help (generate TONS of content and have some method of stripping away the silly/boring stuff) but I'll be nearing 70 years old by the time that happens. [/quote] It just so happens that I am writing up my doctorate in quantum computing at the moment. I am not fully convinced that what quantum computers are currently good for will have that much of an effect on the games industry. They are able to factor numbers exponentially faster, and they can search for marked elements in an unordered set quadratically faster, but other than that their uses are fairly specialised. Personally I think their main use will be simulating quantum mechanics, allowing us to gain a better insight in to how the world works. This is all assuming that they are actually able to be built. Last year a friend of mine performed an experiment that factored 21 (=3*7) using a photonic quantum circuit. This was incredibly difficult, and they had to use a number of shortcuts (they used the "compiled" version of Shor's algorithm for anyone who is interested), as maintaining the complex superpositions of the photons for the length of the computation is very hard. This leads me to believe that it is a very very long way off, even if it is possible. The machine they built isn't even a universal quantum machine, it just does that one specific task. As for the rest of the content of this post, I have to say that I think I agree with everything coderx75 has said (apart from the QC bit that I've just discussed). Nano technology may be the way forward for some areas, I especially think that it will help in materials science, but I'm still sceptical about it as the way to get processors up to that many GHz. Do you mind if I ask whether you are currently a scientist? Or studying physics at university or something like that?
  2. weasalmongler

    Future of Gaming

    [quote name='Aardvajk' timestamp='1326269844'] neutrix is being very polite. [/quote] That's the way I roll .
  3. weasalmongler

    Future of Gaming

    [quote name='LoreHunter' timestamp='1326207061'] I am sorry that I have not included all the facts. You probably have not heard of nano technology that sciencetests are making these days. I am gonna make an special entry to show these facts and link it from this one. By the way, not all games have to be that way because that kind of software would be too expensive and hard to make. I am gonna show my sources in my other entry. [/quote] Thanks, that would be interesting. I have actually heard of nano technology. As far as I understand it you effectively build your material / circuit atoms at a time, so theoretically you could have a circuit board with wires a few atoms thick. However, as atoms are roughly 0.1nm wide and current manufacturing processes as of 2011 can get to around 22 nm, I don't see how we can improve upon this by much until we hit the fundamental limit of atom sizes. Hence my earlier comment on needing to introduce more cores for parallel computation rather than trying to just improve the number of transistors, but this in itself has a whole range of problems. Anyway, I'd be interested to know more about this so I look forward to your next post.
  4. weasalmongler

    Future of Gaming

    @Stowelly Thanks for the article link, it was an interesting read.
  5. weasalmongler

    Future of Gaming

    Sorry if this comes across as harsh, but I feel this is all conjecture backed up by no facts. What do you mean by "as powerful as the human brain", how can one quantify the power of the brain? And even if you could how can you guarantee that the current rate of hardware improvement will continue? Haven't they pretty much reached silicon's limit? All they can do now is improve processor architecture or increase the number of cores, but that in itself will have a limit. Also, why should all games be infinite? I doubt every game needs to be that large, because just because the world is infinite doesn't mean that there is interesting stuff to do everywhere. If you want an infinite world you need to make it interesting for the player to explore. What about simpler games like plants vs zombies? Would you mind linking to some of your sources backing up what you say?
  6. weasalmongler

    Hey hey

    Hi, just had a look at your site, and I would suggest making the transition time between pages much much shorter. I found myself clicking links and then waiting for ages to get to the next page which became quite annoying. Looking forward to seeing what game projects you are working on.
  7. weasalmongler

    It's about frustration...

    11 times . I want my cookie! I agree with your comments about the witcher 2, I am a fairly regular gamer and I don't have too much trouble with the vast majority of games that I play, but that one is really difficult. I am playing the game on medium for the majority, but a little bit further in from where you are is a boss fight where I couldn't even take more than 1mm of his life bar before dying. I had to switch it to easy mode and even then it was really tough.
  8. weasalmongler

    Hardest game as a child, still hard as an adult?

    Prince of Persia 1, the very first one back in 2D, and my computer could only play it in about 2 colours when I first got it. I still haven't completed the game to this day, although I've got close. It was always a problem of time, you have 1hr to complete the game from start to finish and I would get close to the end but then run out.
  9. weasalmongler

    Going back into study mode

    The way I perform pitch heading and roll is to store rotation as a 3x3 matrix (or a quaternion). Then when you update any of the pitch/head/roll angles, just create a new rotation matrix (or quat) for each around x,y or z respectively and multiply the current 3x3 rotation matrix by these news ones to update the rotation. This might not be the cheapest way of doing it but it definitely works, avoids gimbal lock etc etc.
  10. weasalmongler

    ATI hate me, I think.

    Sorry, I think I didn't really explain myself very well. Yes, the radeon driver is completely 3rd party, what I meant was ATI released documentation to help the 3rd party developers with their driver. You can download the information for free from ATI's site: [url=""][/url] . As for the time frame for a good working open source driver, that was more my own speculation than anything backed up by fact, so you should probably ignore that. I completely agree that the open source driver is not ready for games as it isn't fast enough, but it does support enough to run compiz and also has the advantage of kernel mode setting. I also completely agree that the catalyst driver from ATI is not perfect and Nvidia's one is much much better. As for my VBO stuff, my main ATI machine was running linux using the catalyst driver when I was working with VBOs. I never had any problems with it, but then I was using GLEW to handle my extensions, so possibly if glGenBuffers was the problem then GLEW was automatically also checking for glGenBuffersARB. Anyway, good luck for sorting out your VBO issues .
  11. weasalmongler

    ATI hate me, I think.

    Actually, ATI's opened up their GPU driver specs specifically so that open source people can write their own driver for it (so people don't have to try and reverse engineer everything). The radeon driver is currently being developed, but not yet good enough for high performance accelerated 3d, but it is coming on nicely. The plan is that in a few years ATI will have a full open source driver that works with their cards. Anyway, I can't say that I've had the same problems that you've had with VBO and the catalyst driver. My main machine (which currently doesn't have linux installed as I mainly use it for games) never had a problem using them with my projects, but that was a little while ago and could be an older driver. I also wasn't developing in python, but I'm not sure that would be an issue. Unfortunately I can't test because linux isn't installed on the machine with an ATI card.
  12. weasalmongler


    Worked perfectly for me, no problems at all. Took a while to get used to the controls, but that is probably just me . I kept wanting to use space to jump. Keep up the good work!
  13. weasalmongler

    Welcome to my bash!

    Always glad to see a fellow linux developer. Good luck with your project.
  14. weasalmongler

    Driver issues :'(

    ATI on linux is slowly getting better, but it still has a long way to go. I have an ATI HD5850 and I run arch linux on a separate partition. Basically, the open source drivers are great, they have kernel mode setting and run very well for 2D applications, but if you want to run 3D then forget it. The official catalyst drivers do not support kernel mode setting and seem to work fairly well. However, my KDE desktop effects aren't running great yet, although all my games work fine. I have just switched over from an NVIDIA 8800 card which ran great, super fast, no problems with anything as long as you run the proprietary NVIDIA driver. Personally, I would go for the NVIDIA one, but this is just my opinion.
  15. weasalmongler

    Tile based isometric game networking model

    Thank you for your input. I will go with the standard client-server model. If things don't work well then I will consider the other one. Thanks again.
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