A Gamers Manifesto

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Comments

  • GwahirGwahir Join Date: 2002-04-24 Member: 513Members, Constellation
    I kinda stopped taking him seriously when he said that AI was bad because of in-order processors.
  • ZeroByteZeroByte Join Date: 2002-11-01 Member: 3057Members
    edited May 2005
    <!--QuoteBegin-Gwahir+May 31 2005, 03:46 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Gwahir @ May 31 2005, 03:46 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I kinda stopped taking him seriously when he said that AI was bad because of in-order processors. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->So, as you know, graphics and physics grind on large homogenous floating point data structures in a very straight-line structured way. Then we have AI and gameplay code. Lots of exceptions, tunable parameters, indirections and often messy. We hate this code, it’s a mess, but this is the code that makes the game DIFFERENT. Here is the terrifying realization about the next generation consoles: I’m about to break a ton of NDAs here, oh well, haha, I never signed them anyway.

    Gameplay code will get slower and harder to write on the next generation of consoles. Modern CPUs use out-of-order execution, which is there to make crappy code run fast. This was really good for the industry when it happened, although it annoyed many assembly language wizards in Sweden. Xenon and Cell are both in-order chips. What does this mean? It’s cheaper for them to do this. They can drop a lot of cores. One out-of-order core is about four times [did I catch that right? Alice]  the size of an in-order core. What does this do to our code? It’s great for grinding on floating point, but for anything else it totally sucks. Rumours from people actually working on these chips – straight-line runs 1/3 to 1/10th the performance at the same clock speed. This sucks. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    That's a <a href='http://crystaltips.typepad.com/wonderland/2005/03/burn_the_house_.html' target='_blank'>quote</a> from <a href='http://www.d6.com/users/checker/' target='_blank'>Chris Hecker</a>.
  • Cold_NiTeCold_NiTe Join Date: 2003-09-15 Member: 20875Members
    <img src='http://johndiesattheend.com/matlock.jpg' border='0' alt='user posted image' />
    I HAVE to play this game.

    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Instant-Failure Stealth Levels. Ack. This brings back horrible memories of a Goldeneye level where if you tripped an alarm, an infinite number of bad guys poured forth. We knew a man who failed that level 37 times, then got the Infinite Health cheat for it and came back. He intentionally tripped the alarm, the guards rushed out. Laughing maniacally, he proceeded to shoot those **** for four hours, killing 1,183 of them - 682 with groin shots - before his thumbs cramped up. Your game should not create this kind of bitterness. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    Baahahahahhhah. Oh man. Good times.
  • PulsePulse To create, to create and escape. Join Date: 2002-08-29 Member: 1248Members, Constellation
    The funniest thing about that paragraph is that the example he gave is by all definitions <i>not</i> an instant faliure stealth level.
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