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swiftcoder

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swiftcoder last won the day on September 19

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About swiftcoder

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  1. swiftcoder

    Simulate The "No Man's Sky Effect"

    It's height-mapped. They've been focussing on the gameplay, networking, and UI the last couple of years, so the planet tech hasn't really moved from the last few journal posts here. Still gorgeous though.
  2. swiftcoder

    Simulate The "No Man's Sky Effect"

    He's still working on it. I played the alpha a few weeks back, seamless planetary landing and all
  3. swiftcoder

    Simulate The "No Man's Sky Effect"

    That's how it worked initially. I think that was mentioned in one of the early E3 demos (and in videos of NMS from that era you can clearly see the transition as ships pass through the cloud layer). It appears that by the time the game was actually released, they'd managed to get full seamless working. At any rate, I can't see a transition anymore (just the LODs popping), and they got rid of the thick cloud layer that used to surround every planet.
  4. swiftcoder

    Is limbo game 3d or 2d

    Limbo is purely 2D, but the sequel INSIDE is 3D. There's a great presentation on the rendering of INSIDE if you are interested.
  5. In the USA that is generally not legal under the Fair Labour Standards Act. I know there are similar laws in the UK, and I'm sure those exist in many other jurisdictions. In both cases, for unpaid internships to be legal they have to be carefully orchestrated in concert with the student's university, and not displace a full-time worker you would otherwise have hired.
  6. If you are also doing this "for exposure" (i.e. its a portfolio piece or going to be distributed for free/open-source), sure. It's straight up unethical if you plan to directly profit from their work. Even the much-maligned "revenue share" model is better.
  7. I feel compelled to link to @forexposure_txt. Not paying artists, musicians, or anyone else for their work is not ok.
  8. "number of polygons" isn't really a meaningful measure of GPU performance. Most games aren't geometry-bound these days. As higher resolutions, anti-aliasing, and full-screen effects have become common, fill-rate is usually the limiting factor (which generally has more to do with memory bandwidth than with compute).
  9. swiftcoder

    Diablo:Immortal

    Not to mention actively remastering a pretty good chunk of their back-catalogue. I'm really not sure I understand what decision folks want to see reversed. The decision to build a mobile diablo at all? The decision to announce a mobile game at their own conference? Or the decision to not have a finished Diablo 4 ready RIGHT NOW?
  10. swiftcoder

    Diablo:Immortal

    Wait. Hang on. Who died and made you the arbiter of what constitutes a Diablo game? Plenty of people do want Diablo on mobile. Personally, I can't figure out why Diablo wasn't their first mobile title - the Diablo gameplay and loot reward cycle is perfect for a mobile game. The hot pastrami on rye (I'm presuming you mean a PC-based D4 in this analogy) was never even on the menu in the first place.
  11. swiftcoder

    Diablo:Immortal

    There's nothing to be unhappy about here. Given a choice between (a) Diablo Immortal being announced, or (b) no game being announced at Blizzcon, how is (b) preferable to (a)?
  12. swiftcoder

    Diablo:Immortal

    Mobile gaming account for more than twice the total revenue of PC gaming, and that revenue is growing at ~15x the rate PC gaming. Any AAA games company not looking for revenue opportunities in mobile are likely signing their own death warrant at this point. So I don't really get the anger here. This isn't a zero sum game. D4 is clearly still in development (and just as clearly, nowhere near ready to show off). Betting some cash on NetEase to succeed in the mobile market is ensuring Blizzard can afford to float PC development for another decade, even if revenue on PC remains stagnant.
  13. swiftcoder

    OOP is dead, long live OOP

    I've always assumed that Linus objection is to the rest of the baggage that goes along with "not C", rather than the OO part. There's quite a bit of OO in the linux kernel. Besides, Linus clinging to C is a bit of an outlier at this point: operating systems written in high-level languages abound... Symbian was written in C++, and prior to the emergence of iOS/Android, it was the dominant mobile OS. Microsoft Research's Singularity uses a C# kernel and device drivers written over a C++ HAL. Redox is shaping up to be a fairly complete OS written entirely in Rust. And of course, if you go back a bit in computing history, LISP and Smalltalk were each operating systems in addition to programming languages for the machines they were originally developed on.
  14. swiftcoder

    OOP is dead, long live OOP

    Every "OO" codebase I've had the pleasure to work on in the last 6 years in the software industry has been a disaster of every form of "bad OO". And it hasn't been uncommon for me to be the only person on the project who has any recognition of that fact. Outside of GDNet I know... maybe 8-10 total software engineers who could name the issues with "java-style OO" that Hodgman lays out. I'm not sure it's even feasible to tackle the university pipeline when so much of the software industry doesn't take this stuff as a given.
  15. swiftcoder

    What Makes a great Sci-Fi?

    Space is big and empty, and particularly the folks in the "realistic space flight simulator" camp tend to make you spend the majority of time in transit between interesting things to do. There's nothing particularly necessitating this, though. Look at the recent crop of space-themed roguelikes (FTL, Orion Trail, etc), where travel is existent apart from a screen to choose the next scenario. Mass Effect does fairly well at this too - apart from a few space mining sequences, you basically just jump from planet to planet, and spend downtime between exploring your ship and interacting with shipmates.
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