Did you laugh when the giant lizard started nomming on the garbage dump than dug into the pit?GoldenShadow said:I watched TotalBiscuit's stream of SimCity last night. It made me want to play this game. So I preordered it from GreenManGaming. You get 7 dollars cash back. I don't care about the extra stuff in the origin exclusive deluxe edition.
Not impressed. Animations are pre-rendered, there are no physics involved, so the CPU load of pathfinding shouldn't be a problem for a AAA developer. Take a look at Dwarf Fortress. The single coder has been doing this since 2006. And it calculates everything, always.ThriKreen said:Computer power: It might LOOK like a simple graphics engine, but believe me, there's a crap load of stuff going on. Every object is its own object agent, it's not abstracted like in SimCity 4 then represented as an animated texture.
Your statement is incorrect in various ways, starting with "Animations are pre-rendered". No, they are not. They are generated in realitime, much like an action game, not a pre-rendered cut scene. I'm not even going to begin to break down the holes in your logic here because I don't want to get started in a pissing match. I just want others to know you are shooting from the hip and they should do some research themselves before taking this silly argument at face value. When you make assumptions in an argument and come up with baseless explanations, you are doing a great disservice to the audience.minimacker said:Not impressed. Animations are pre-rendered, there are no physics involved, so the CPU load of pathfinding shouldn't be a problem for a AAA developer. Take a look at Dwarf Fortress. The single coder has been doing this since 2006. And it calculates everything, always.ThriKreen said:Computer power: It might LOOK like a simple graphics engine, but believe me, there's a crap load of stuff going on. Every object is its own object agent, it's not abstracted like in SimCity 4 then represented as an animated texture.
They must have been literal when they meant "your dad's computer." My dad hasn't upgraded his in eight years.
Put SimCity4 back on the shelves and let us with real machines have the real games then.Sargonas42 said:Your statement is incorrect in various ways, starting with "Animations are pre-rendered". No, they are not. They are generated in realitime, much like an action game, not a pre-rendered cut scene. I'm not even going to begin to break down the holes in your logic here because I don't want to get started in a pissing match. I just want others to know you are shooting from the hip and they should do some research themselves before taking this silly argument at face value.minimacker said:Not impressed. Animations are pre-rendered, there are no physics involved, so the CPU load of pathfinding shouldn't be a problem for a AAA developer. Take a look at Dwarf Fortress. The single coder has been doing this since 2006. And it calculates everything, always.ThriKreen said:Computer power: It might LOOK like a simple graphics engine, but believe me, there's a crap load of stuff going on. Every object is its own object agent, it's not abstracted like in SimCity 4 then represented as an animated texture.
They must have been literal when they meant "your dad's computer." My dad hasn't upgraded his in eight years.
And yes, they literally *did* mean "your dads computer" in terms of the one sitting in your parents house no one has upgraded in half a decade.
Done!Sansha said:Put SimCity4 back on the shelves and let us with real machines have the real games then.
Can you even have Steam on computers that old? And this is assuming your dad has it and knows how it works. But, fair point.Sargonas42 said:Done!Sansha said:Put SimCity4 back on the shelves and let us with real machines have the real games then.
http://store.steampowered.com/app/24780/
Only $19.99 too!
I know that was a playfully rhetorical question, but for people reading this who you made stop and wonder, I'll go ahead and point out SC4 came out in Feb 2003, and Steam came out in November 2003 so while it does predate it, not by much!Sansha said:Can you even have Steam on computers that old? And this is assuming your dad has it and knows how it works. But, fair point.Sargonas42 said:Done!Sansha said:Put SimCity4 back on the shelves and let us with real machines have the real games then.
http://store.steampowered.com/app/24780/
Only $19.99 too!
*vomit* oh gods, I have no idea how that system got popular and succeeded.Sargonas42 said:I know that was a playfully rhetorical question, but for people reading this who you made stop and wonder, I'll go ahead and point out SC4 came out in Feb 2003, and Steam came out in November 2003 so while it does predate it, not by much!Sansha said:Can you even have Steam on computers that old? And this is assuming your dad has it and knows how it works. But, fair point.Sargonas42 said:Done!Sansha said:Put SimCity4 back on the shelves and let us with real machines have the real games then.
http://store.steampowered.com/app/24780/
Only $19.99 too!
And now I'm going to gag and cringe while I think about the first year or two of what the steam experience was like....ugh.
My statement got lost in translation. You still knew what I meant, though. There are no real-time physics involved. But the problem is that I do sort of want to know why they're skimping on it; What theoretical difference there is between the Simcity agents and how units pathfind in Dwarf Fortress?Sargonas42 said:Your statement is incorrect in various ways, starting with "Animations are pre-rendered". No, they are not. They are generated in realitime, much like an action game, not a pre-rendered cut scene.minimacker said:Not impressed. Animations are pre-rendered, there are no physics involved, so the CPU load of pathfinding shouldn't be a problem for a AAA developer. Take a look at Dwarf Fortress. The single coder has been doing this since 2006. And it calculates everything, always.ThriKreen said:Computer power: It might LOOK like a simple graphics engine, but believe me, there's a crap load of stuff going on. Every object is its own object agent, it's not abstracted like in SimCity 4 then represented as an animated texture.
They must have been literal when they meant "your dad's computer." My dad hasn't upgraded his in eight years.
I'm actually curious about this myself; what differentiates pre-rendered to real-time animations?minimacker said:My statement got lost in translation. You still knew what I meant, though. There are no real-time physics involved. But the problem is that I do sort of want to know why they're skimping on it; What theoretical difference there is between the Simcity agents and how units pathfind in Dwarf Fortress?Sargonas42 said:Your statement is incorrect in various ways, starting with "Animations are pre-rendered". No, they are not. They are generated in realitime, much like an action game, not a pre-rendered cut scene.minimacker said:Not impressed. Animations are pre-rendered, there are no physics involved, so the CPU load of pathfinding shouldn't be a problem for a AAA developer. Take a look at Dwarf Fortress. The single coder has been doing this since 2006. And it calculates everything, always.ThriKreen said:Computer power: It might LOOK like a simple graphics engine, but believe me, there's a crap load of stuff going on. Every object is its own object agent, it's not abstracted like in SimCity 4 then represented as an animated texture.
They must have been literal when they meant "your dad's computer." My dad hasn't upgraded his in eight years.
You're obviously experienced enough to tell me.
Honestly, I don't know what I talking about at the time. I think I was trying to differentiate, say, the destruction of a building with visible falling pieces from a programmed "sink into the ground" like we've seen in the pre-release videos except in AI form. I guess the best word I could use is a "dynamic AI".Sansha said:I'm actually curious about this myself; what differentiates pre-rendered to real-time animations?minimacker said:My statement got lost in translation. You still knew what I meant, though. There are no real-time physics involved. But the problem is that I do sort of want to know why they're skimping on it; What theoretical difference there is between the Simcity agents and how units pathfind in Dwarf Fortress?Sargonas42 said:Your statement is incorrect in various ways, starting with "Animations are pre-rendered". No, they are not. They are generated in realitime, much like an action game, not a pre-rendered cut scene.minimacker said:Not impressed. Animations are pre-rendered, there are no physics involved, so the CPU load of pathfinding shouldn't be a problem for a AAA developer. Take a look at Dwarf Fortress. The single coder has been doing this since 2006. And it calculates everything, always.ThriKreen said:Computer power: It might LOOK like a simple graphics engine, but believe me, there's a crap load of stuff going on. Every object is its own object agent, it's not abstracted like in SimCity 4 then represented as an animated texture.
They must have been literal when they meant "your dad's computer." My dad hasn't upgraded his in eight years.
You're obviously experienced enough to tell me.