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Old 04-30-2011, 06:04 PM
Heliocon Heliocon is offline
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Quote:
Originally Posted by David Hayward View Post
The sort of programming I do is absolutely nothing like programming a game, that's why I never even considered offering solutions to Luthier. It's also why I'm only using generalities.

You said that you have minimal programming knowledge. Where do you get the nerve to criticize something when you have virtually no experience of your own?
Ummm - because I have some experience with programming but I know how programmers solve these issues because I have been playing games/beta testing for a good 6+ years now. I also spent a year in class using Maya 7.5/Autodesk which is what is used for game models and CGI. For a good amount of time I also considered attending Digipen (a school for game design).
I also am a big hardware techie. Now none of that really matters because anyone could claim these things, thats why I am always careful to rely on and explain everything I say as per the game engine. You wont see me throwing around opinions on other topics based on what I have "heard" or on "generalities" because I do not have the knowledge to contribute meaningfully to those debates.

Thats why I normally bring out the truckload of quotes/posts I made in mid-late 2010, and the best one is when Luthier said DX11 tesselation would never be used for anything other than "plane wheels". I said that was absurd etc, and earlier this year in that german interview they said what they would use DX11 tesselation for (all the things I talked about) and direct compute for the physics (only person/first person here to ever suggest or comment on it) while using the new shader/lighting pipeline for the engine (especially clouds etc) and therefore confirmed all of my points.

Also as someone who has done alot of talking with devs a year or two back in closed beta about collision detection in MMORPGs (most games you can just run through people) I gained alot of knowledge about how it is done. Same thing for Closed beta on Mortal Online and Darkfall which are the two most recent games that use multiple hitboxes.

I dont comment on things I dont know about, as others have re-affirmed my point there is 0 reason for them to be having to generate hitboxes for all trees all the time. There are easy fixes other companies have used to solve these types of problems, maybe it wasnt translated into russian?
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