1. Re: graphical engines
- Posted by Roderick Jackson <rjackson at CSIWEB.COM> Apr 20, 1999
- 484 views
C. K. Lester wrote: >At 12:41 PM 4/20/99 -0400, you wrote: >>Greetings >> >>I think that anyone who tries to wring the last remaining bit of capability >>out of any hardware device through the composition of superior coding is >>fine in my books, and this means especially Gamers, whose reputation and >>often livelihood depends upon being able to do so. This is, in fact, very >>close to what constitutes that ephemeral thing known as QUALITY. >> >>I welcome the feed-back, as always >>thanks >>Norm > >I'm questioning the need for highly-optimized code these days, considering >the power of the hardware available. I would say a majority of hardcore >gamers have the PII(I) or similar chips, tons of RAM, and good video... I'm >not saying we can bloat without care, but I think what programmers need to >concentrate on these days is playability/concept. What do you guys think? I think that's mostly true; for example, it used to be that you could only fit so many GIFs on your hard drive. While the size of hard drives has increased, I don't think the overall size of GIFs has as well. Similarly, a word processor only needs so much power (unless you go the popular route and throw in every new trick and option imaginable). So in a real sense, we do have more raw power available to us today; optimization is not as big a deal as it used to be. However, I don't think this applies that well to games (I'll explain ahead...) > >My other question is, can EUPHORIA be used to write that killer game? IMHO, no. Don't get me wrong, Eu is a great language, and is very fast, but to be blunt it just isn't enough. Games, because they're mostly attempts at emulating reality, will probably never be satisfied with whatever the current levels of computing power are. You can improve a game in numerous ways by attempting to squeeze out every ounce of speed; the benefits for doing that with a word processor, though, might very well be non-existant. Take the area of 3D games. I don't really think a killer game that relies on graphics for half of it's punch can be done in Euphoria. Or rather, so little Euphoria would be used I don't think it could legitimately be called a Euphoria program. This is an arena where we're still relying on *hardware* acceleration for the best results; there's no way native Euphoria (or even, from what I can see, a program that is mostly Euphoria) can match that. > >Finally, I know there's TONS of room in the Linux community for the next >great thing, but I figure the DOS/Windoze market is a little harder to >enter, considering the powerhouses of EA, Interplay, etc... I agree. The Wintel market is still somewhat flexible, but much of it is pretty well set. There's no need for a killer word processor or browser. In the gaming realm (as opposed to simple business-type applications), you have more of a chance, but probably not in the same way: I would think that the most feasible way to break into the Wintel game market is via a new gaming concept, not squeezing more power out of the machine (unless you can actually surpass the skills of the big companies.) I believe a game of unmatched creativity and genius--not necessarily raw power--will be The Next Big Thing. Something that's not just another FPS/RTS/flight-sim/Sierra-adventure. Of course, coming up with the key creative idea might in many ways be harder than simply making a program run faster. But I also think Euphoria could easily be the language of choice for developing such a game; it excels in simplicity and expression, and I believe it's AI potential and inherent flexibility are still untapped. Rod Jackson