Re: Kinematic Collision
Jamie Fowlston <[email protected]>
| Newsgroups | gmane.games.devel.algorithms |
|---|---|
| Message-ID | <[email protected]> |
Alen Ladavac wrote: > Jamie wrote at 9/10/2009: >> 10 years ago, on PS1, we used to have 30 cars running physics, AI >> and everything else on the only core (which ran at a heady >> 30MHz...). > > And they looked so good and played so well... for that time's > standards, but today... > > When I revisit some of the games from my youth, then yes... some > aspects are so good, even better than some games today. But other > aspects, even in the playability and the satisfaction with the > controls seem to suddenly appear much worse than I remember. Isn't the > human memory so deceptive? Absolutely; I can't see myself playing Manic Miner any more, or learning to dock with space stations in Elite again. But it does look like a lot of the massive processing power that's now available seems to go into producing a similar experience to what we had ten years ago, more expensively. This seems to be particularly true in AI; graphics have moved on quite a lot, and physics a fair bit. I would like to see more of that processing power and development time going into crafting the player experience. Jamie > Alen ------------------------------------------------------------------------------ Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july _______________________________________________ GDAlgorithms-list mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list Archives: http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list