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f13.net General Forums => Archived: We distort. We decide. => Topic started by: Fabricated on March 09, 2006, 10:23:53 PM



Title: Game Review: Black
Post by: Fabricated on March 09, 2006, 10:23:53 PM
I guess bullets are like your babies if you have tons of them and consider them all disposable. (http://f13.net/index2.php?subaction=showfull&id=1141964485&archive=&start_from=&ucat=2&)


Title: Re: Game Review: Black
Post by: Evangolis on March 11, 2006, 09:19:55 PM
It sounds like some D&D games I was subjected to in my youth.  Even in a shooter, combat needs to be dramatic, meaningful, and important, even when it's not.


Title: Re: Game Review: Black
Post by: Stephen Zepp on March 14, 2006, 12:52:59 AM
One thing that you noted in your review was no multiplayer....

IMHO, the holy grail right now for bleeding edge gaming tech is networked physics. Without going into long and boring tech discussions, it's currently not very possible to have true synchronized simulations running concurrently with highly accurate physics and a lot of physics objects across the intarnet. It's damned difficult tech even on a LAN (just ask the military--even their simulations don't network physics, just position/orientation states for the most part).

Pretty much anyone can dump novodex, havoc, or whatever you wish physics libraries into a game and have fun with effects, but networked (accurate, without smoke and mirrors) game play affecting physics is an entirely different story.


Title: Re: Game Review: Black
Post by: Wolf on March 15, 2006, 08:44:20 AM
damn you work!
By the time I get to comment in that thread it will be four fucking months old  :cry:


Title: Re: Game Review: Black
Post by: Fabricated on March 15, 2006, 08:06:47 PM
One thing that you noted in your review was no multiplayer....

IMHO, the holy grail right now for bleeding edge gaming tech is networked physics. Without going into long and boring tech discussions, it's currently not very possible to have true synchronized simulations running concurrently with highly accurate physics and a lot of physics objects across the intarnet. It's damned difficult tech even on a LAN (just ask the military--even their simulations don't network physics, just position/orientation states for the most part).

Pretty much anyone can dump novodex, havoc, or whatever you wish physics libraries into a game and have fun with effects, but networked (accurate, without smoke and mirrors) game play affecting physics is an entirely different story.
I could've sworn that Half Life 2 simulated physics with somewhat reasonable accuracy online? What with Garry's Mod and HL2 DM with the grav guns. Of course, any big explosion or large collision results in a good 1-2 seconds of extreme lag.


Title: Re: Game Review: Black
Post by: Yegolev on March 16, 2006, 03:06:39 PM
I'd have to run two instances of HL2DM and see if the toilet I smashed into someone's skull ended up in the same place on both screens.  They might, but the lag could be the after-havok updating/syncing that Zepp was hinting at.  The "real" way to do it, if I am understanding it, is to have the input from remote sources computed simultaneously and the results sent to everyone.  Maybe Zepp can correct me.