Screaming_Dude_in_Vegas said:
Man, stop using personal attacks to hide fact that you're just entrenched in your little "I must not be at all main stream" world.
Oh, dear, someone actually cares about the setting and development that isn't influenced by whorish publishers? Someone actually cares about real game and graphics development rather than the mindless chase for bump mapping and vertex shading? *gasp* How *dare* I think otherwise than the publishers and hardware vendors!
I mean waring a funny hat and a bunny suit is all very good (a personal hobby of mine), but convincing yourself that 3D is some evil, inferior, short-cut is just bullshit.
Believing that it is as capable artistically to 2d is even more bullshit, especially when in a 2d POV interpreter, you can control the aspect of individual pixels and thusly have control over every graphical aspect as displayed onto the screen.
Hmmm, sounds a lot like what 3d promises, but it has the inherent ability to not fall into 3d's downfalls - like bleeding textures, split edges, and just about every other fault of the polygon construction base that hasn't done anything other than be more shiny. In conventional 3d, you can't really patch up a certain bleeding problem from a certain angle, but if you already have the graphics going through a software processing, such clean-up would be elementary.
And do you have anything else that 2D can do besides rounded edges?
As I have described above, it would fix many of the current common graphical faults.
Also I was just playing HL2, and allot of the edges seamed pretty round. Paint cans, barrels, pulse rifles, the conbine's heads...all seamed pretty round to me. maybe they're technically not round, but frankly they looked round enough that most people would see a difference.
Too bad the effect of adding those extra polygons just means that you'll just end up buying another graphics card later down the line capable of even more polygons, for the Next Shiny Thing, as now instead of just rounded surfaces, 3d tries to tackle its other downfall - cloth!
For that matter, how about gels and other liquids or semi-liquid states? It would be nice to see a shoreline that isn't either animated and pre-rendered, or resource-consuming to the point where it becomes useless to have in the game.
Yet this isn't what the 3d card owners will want, and it seems like most publishers want new games to have some hardware vendor's label tacked onto a game for shallow marketability.
I seriously doubt your a developer and a programmer. If you were, you know that the hardware companies pay the game companies money, not the other way around.
Did I say anything about "publishers license the hardware"?
No, I thought I said:
Yet this isn't what the 3d card owners will want, and it seems like most publishers want new games to have some hardware vendor's label tacked onto a game for shallow marketability.
Besides, not all hardware companies have to pay the developers, often they get exchange rights to distribute games with their hardware.
A game isn't cool because "It runs best on ATI/Nvidia", rather a graphics card is cool because "it runs X game better".
Straw man argument, and thusly, irrelevant.
You are right on the whole marketing thing though, but I'd assume a developer would know a bit more about the business part of things.
So let me get this straight. You whine about me getting gruff when you first use an example that not only reinforces my point as to why publishers would prefer to have some hardware vendor's label on a game, while at the same time trying to use that as some reason why I am not a programmer and designer; then post something wholly irrelevant and moronic in itself (welcome to the ATI/Nvidia fanboy wars, kid, and games are often "better" looking because of "Oh, hey, it has the nvidia logo and I have an Nvidia card! I must buy!"); then you basically come up with something that says I am right about my initial assertion about how hardware vendors are regarded, and then another quip about how a developer would know how business aspects work, the finish of the straw man argument attempt.
I don't quite get that line of reasoning.
If you are really a programmer, show a link to a game you worked, on, the company you were in, who you were, and what you did.
Sorry, kid. I got out of working full time in the commercial gaming industry before you came around to it. Probably before you were born, judging by the ignorance level. Besides, given your technical understanding, you wouldn't be able to get said games to work on WinXP.
And stop with the personal attacks, you're only proving what an assclown you really are.
Maybe if you stopped with the idiocy, then you wouldn't be an idiot that wastes bandwidth.
To further drive this point into the ground:
When conventional games are made for a multi-threaded environment, more power can be put towards a graphical interpreter, and graphics cards might become a myth from that point on. After all, there are no AGP or PCI speeds to take into account for slowing the processing down, the data is already used by the engine, it just needs to be piped out to a display, possibly through an onboard port. That will not take any secondary processing at that point, and it will in fact become faster than the current 3d setup could ever hope to be.
Well the shaders DO make the game more pretty. I'm talking more about developers doing a "Lets make this game look aallotbetter" rather than a "Lets make the game play better".
Actually, I think you were referring to "All the cool technologies are coming out for 3d", which is pretty much a myth when you actually know how 3d graphics work and how you can re-design them for potentially better.
Japanese developers are looking into ways to break the moronic Next Shiny Graphics Card market, yet it seems like many American and Euro are happy to follow the next installment of one-trick ponies like Far Cry. Of course, what else can you expect of a market where the average consumer is quite educated and familiar with the styles and evolutions of games most other video game players haven't even touched yet? They have been around video games in a much higher saturation level, they now look towards abstracts in design. "Super-amazing-polygon-titties" might appeal to you and the rest of your prepubescent friends, but in Japan they are a dime a dozen, and the Japanese are now looking on ways to have cloth represented in games without requiring it be in a pre-rendered movie scene or in polygons.
And after all, when the developers don't have to waste more time detailing each and every polygon, they could work on other aspects of the artistic design, like removing the polygon-tied wireframes for movement that lends more to the actual physical shape of muscle and body dynamics. Or create more than a few token background items.
Well what do you expect? I go on a FO forum without playing Ffa [sic]
I'll just accept that as your brain just shunted to ground in self-defense.
And really, this is the last time iamb going to say it, stop filling up your posts with personal attacks just so people ignore the stupidity of your own arguments.
Sorry, I think people are enjoying the holes I'm shooting your uneducated bullshit with a bit better than your uneducated bullshit to begin with. Uneducated bullshit like yours, if we wanted to, could be easily seen on the GameSpy forums. We'll visit there if we care to read more. Or to
DAC, if we wanted to read your uneducated bullshit in regards to Fallout and Morrowind's design. No slight towards DAC, of course.
The people there and here also have some hope of actually understanding the topic, rather than try to convince me that I should be amazed at how a "3d designer" can fake a rounded surface with a few more polygons and a shader or two running, and that is why 3d is Teh King! I am even less impressed when an uneducated child tries to discuss such methods, when I have heard them stated better from said 3d designers, who even agree that using more polygons really misses the point of trying to create surfaces as it is only really good for creating solid surfaces of limited surface structure, not much else as it is highly unrepresentative for physics engines. Surfaces such as cloth without requiring a pre-rendered animation or chunky cascading polygon effects. Going through and creating all of those polygons is a time-wasting chore that could have such effort be put in more important areas once they no longer require the use of polygons.
All they need to make cloth or hair move realistically would be to have the actors in place. Then they put in the algorithms commonly found in most 3d graphic modeling programs (you know, where the pre-rendered 3d animation is made), and the article, even down to the muscle form of the actor, is rendered into the engine. With a physics engine working along with the projected geometry of the interpreter; physical contact and interaction may be achieved in previously unheard of levels in gaming as it doesn't have to be limited to polygonal contact planes and the issues of physics and graphical clipping involved with such a poor method. Real-time liquid physics, for instance. (On a tangent, I can imagine one bitching boxing game coming from this technology, or some incredibly lifelike fantastic town in an RPG.) It, in fact, could possibly mean a viable ease for *nix gaming (as graphics drivers mean shit with this engine), and even better cross-OS compatibility once the developers do not have to rely on a crippling API such as the ever-so-buggy DirectX - at all.
Blocky view distance calculations for limiting the drawing of certain objects will also be a thing of the past, as a sphere-based POV sampling could be drawn into the rendered pane just as easily as a squared one, and it doesn't take anything more. Then it will be just a simple matter of tweaking a setting for the draw distances, and it will look correct without any fucked up effects in the corners such as in most modern 3d games, with elements such as fog effects.
To put it in deference to your level of understanding, it would be like having a dedicated output that operates like a screenshot utility, but it works much faster with multithreading capabilities, and it can make up for the flaws in 3d polygon processing bases. In context with the discussion, such a method would allow for easier control of a graphical style, even capturing the feel of the Fallout pulpish art.
Welcome to the next step of technology, cockroach.