I really like seeing this sort of demo scene approach towards game dev. Also, I think RCR might end up on more platforms than Doom...
This seems like pretty robust IK considering it's only using positions and orientations of head and hand controllers, good for multiplayer applications:
This is a neat engine if you want to seamlessly relocate or even resize the user:
The concept is similar to Unseen Diplomacy and what I manually kludged together for the Folded Castle prototype.
This is a good post-mortem on a game that wasn't actually released:
If the team was still inspired about the game it might have made sense to keep going, Half-Life turned out well after its reboot for example. I can understand just wanting to move on instead of starting the project over though.
I'm still learning about computers but so far these seem to be the two main views on programming languages, let me know if I've got them right:
1. 'Use whatever language you feel comfortable with that let's you get the job done.'
2. 'Most languages are garbage made by morons so if you use anything other than X you're probably a moron and what you make will be garbage.'
This is a nice guide for artists who want to know more about what a GPU actually does with a 3D mesh and how to model things for better performance:
Quake 2 was released 21 years ago this month. To celebrate this, I made my recent hobby project public: vkQuake2 - a fully functional vanilla Quake 2 experience with Vulkan API support! https://github.com/kondrak/vkQuake2
I really appreciate how hands-off Far Cry 2 is about letting you bumble about and make things up as you go. In the tutorial you are advised to approach certain areas cautiously and scout in advance but after that you're left to work things out on your own. Your map is marked once you get a mission but it doesn't feel as nagging as a glowing marker or HUD arrow and you can put it away at any time to just take the world in and come across something new.
Old 3D games had optimizations that seem rather odd now that we're used to hardware acceleration:
System Shock's engine had higher frame rate when the player was looking straight ahead instead of up or down. During movement the view wasn't auto-leveled to keep the player from bumping into things, the camera was actually forced to be parallel to the ground in order to simplify the math for world rendering.
I don't mean to say that waypoint markers can't be made to work especially if they are used sparingly and there's an in-world explanation for their presence. I just don't think they're appropriate for every type of game and they might keep the player from fully engaging with the world.
Waypoint markers are:
1. distracting and non-immersive.
2. a level design band-aid that stands in for environmental clues.
3. a way of telling the player where to stand for the next scripted sequence.
4. a tired trope of big-budget game design.
5. an invitation for the player to tune out and proceed mindlessly.
6. something that dissuades natural exploration and discovery.
Okay, that wasn't a quiz, I just wanted to list everything that's wrong with them.
I still like this old post on game stores, it's interesting to read after Epic's announcement:
Also, while I'm glad to see new competition, Epic's relationship with Tencent makes it hard for me to root for anyone other than Itch and Humble.
I didn't realize Fabien Sanglard's book on Doom (1993) was coming out so soon. It looks like there's a pre-order discount too:
I'm really looking forward to this. His book on Wolf 3D was a thorough technical dive into what it took to do fast software rendering on 90s hardware.