- PC's are superior due to having "10 times the performace" of consoles.
- Explains what they had to do so the game can run on consoles.
----- Recommends that you should install the game to the hard drive instead of running of optical media.
- Doom 3 source code released and ever other developer should do the same.
- He would like to make a program for the Atari 2600.
Don't forget that he also says that despite the 10x better performance, it's a struggle to get the PC to run as well as the consoles due to high overheads from things that just don't happen on the consoles.
keep listening, i am not a nerd, i dont do a specific time slot
you can see his inner glow when he is cheered for making rockets, then gets slapped about download 9inch nail doom 3 tracks on google and ios quake 3 port zenimax likes to shutdown
then if these folks talk the talk and made this video on a normal everyday ATX box and not used a super computer to render the scenes, then it would be the future, you would have to proper sad to subpatch a world and wait a few months for the movie to get rendered in lightwave or whatever
watch youtube channel, they bragged about it 2 years ago and the world said bullshit, while the newer videos all get called fake, there is no real info about the system specs or details about what they run their programs on
well duke nukem forever finally got made so there's still hope this is real technology. I love mapping so this is incredible if true. I used to map for wc3, sc1 and now with sc2 and there's always a mb limit. But no limit = unlimited imagination. If its' been 2 years with no major investment by intel,etc than perhaps it is fake after all. Unless they really think they can go it alone. Sounds like just a couple of high school kids looking to make a quick buck.
if you can convert some high poly models into atoms and have the amount of detail on that rock bridge and jungle trees on a normal atx box and run in as a game engine, then they will probaly be millionaires and make nvidia and ati pay some small licence fee, and next gen consoles would use it too
but if they had the backing of nvidia and ati, the conversion of normal polygon into atoms would be part of the gpu and all existing code and applications could just use atoms with realtime consersion
and if holywood used atoms to make movies on their super computers, animated scifi would be almost real
and so on, like in other thread
or a single company could just buy them up and leave everyone else 5 or 6 years behind
Just try to think about it how much ram you would need to store a large map with that kind of technology, especially if you want to do it with animation and dynamic colored lights and shadows..... Regular everyday PCs just don't have the amount of RAM required (we are talking about terrabytes here)
It's not just accident that nobody uses "atoms" in games nowadays!
edit.: I know there are many cool things (like atomontage) out there already, but nothing yet, what you could download and test as a game engine
awesome concept to say the least. Would completely transform the modding community and really spark the imagination for custom models, etc. Just imagine a sc2 map (which is currently limited to 8mb i believe) with unlimited # of models/doodads/etc. Just blows my mind thinking about it.
i'm glad every time i see carmacks keynotes! but it's kind of sad, on one hand python allowed me to appreciate immutable class variables, on the other hand carmack made me think about the usefulness of strong typing (magic and correctness wise). i am of similar opinion about the importance of strong typing for large codebases, absolutely for C family. however, i really wonder, if he would consider other aspects, on syntax, system module, and compilation time inference level, as more important for reliability. i'm not as sure now of pushing for python instead of java or mono for some of the work i'm doing...
ugh, some of these people asking questions should have been dragged outside. especially that asshole who basically ended the session with "aren't you tired of answering questions", he should be banned from the next quakecon.
I love his "keynote talks", I love every bit of it in every year! There are just so much passion goes there, you can see it how much he loves his work and the whole thing generally. Near the end of the development cycle, and he would just go on with full throttle.
Exactly what we are missing from QL, the dedication and the care to make it special:(
He is an engineer, a mastermind in game engine programming, and not a game director. The only thing you could blame on him about QL's fail is the responsibility for putting the wrong people on the project, but since I don't know any of the Quakelive developers, or what and why did happen, I won't blame anybody just because it's easy to say that Sync or whoever fucked it up. I simply don't know enough about the whole story.
It's true that I feel the lack of leadership and care about QL since the beginning of closed beta, and we (who all played this game for 10+ years) are all know how much better Quakelive could be, and perhaps many of us even also knows how could it be done (I like to think that I could do it tbh:D).. but it wasn't and it still isn't up to us to do it.
So for now, all we can do is to pay for prem/pro accounts and hope for the best, or stfu and move on.
But without turning QL into a good game (what the new young generation of gamers also love to play), it won't be a "business success'" ever for sure, especially now, when - as a final blow- , even the head of id software himself said so.