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	<title>Comments on: </title>
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	<link>https://mm.soldat.pl/development-log/571</link>
	<description>Michał Marcinkowski&#039;s: Gamedev Log &#38; Articles</description>
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	<item>
		<title>By: MM</title>
		<link>https://mm.soldat.pl/development-log/571/comment-page-1#comment-111036</link>
		<dc:creator><![CDATA[MM]]></dc:creator>
		<pubDate>Mon, 05 Oct 2009 15:37:05 +0000</pubDate>
		<guid isPermaLink="false">http://mm.soldat.pl/?p=571#comment-111036</guid>
		<description><![CDATA[archont: I agree. If Cortex Command had simple logic movement I would actually try playing it more than 20 minutes our of curiosity.
There&#039;s a whole market of frustrated people that can&#039;t play the shit that is coming out of EA and Activision. Those people have millions and can make you a millionaire. Just give them what they want. Of course it is something they don&#039;t know they want.]]></description>
		<content:encoded><![CDATA[<p>archont: I agree. If Cortex Command had simple logic movement I would actually try playing it more than 20 minutes our of curiosity.<br />
There&#8217;s a whole market of frustrated people that can&#8217;t play the shit that is coming out of EA and Activision. Those people have millions and can make you a millionaire. Just give them what they want. Of course it is something they don&#8217;t know they want.</p>
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		<title>By: Makron666</title>
		<link>https://mm.soldat.pl/development-log/571/comment-page-1#comment-110615</link>
		<dc:creator><![CDATA[Makron666]]></dc:creator>
		<pubDate>Sat, 03 Oct 2009 00:37:00 +0000</pubDate>
		<guid isPermaLink="false">http://mm.soldat.pl/?p=571#comment-110615</guid>
		<description><![CDATA[Actually most people have GPU&#039;s that can support GPGPU acceleration . As long as they have a post nvidia 8800 or the ATI equivalent. And if you do implement GPU accel&#039; be sure to use OpenCL not CUDA (Or else the gpu acceleration will be limited to nvidia gpu&#039;s only)
and also base acceleration off nvidia cards, because ati cards have  more stream processors. (cores, nvidia = 300-400, ati = 500-700)]]></description>
		<content:encoded><![CDATA[<p>Actually most people have GPU&#8217;s that can support GPGPU acceleration . As long as they have a post nvidia 8800 or the ATI equivalent. And if you do implement GPU accel&#8217; be sure to use OpenCL not CUDA (Or else the gpu acceleration will be limited to nvidia gpu&#8217;s only)<br />
and also base acceleration off nvidia cards, because ati cards have  more stream processors. (cores, nvidia = 300-400, ati = 500-700)</p>
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		<title>By: ZeroG001</title>
		<link>https://mm.soldat.pl/development-log/571/comment-page-1#comment-110378</link>
		<dc:creator><![CDATA[ZeroG001]]></dc:creator>
		<pubDate>Thu, 01 Oct 2009 20:48:12 +0000</pubDate>
		<guid isPermaLink="false">http://mm.soldat.pl/?p=571#comment-110378</guid>
		<description><![CDATA[Ragdolls are awesome! To me it makes the game a litt more funnier because of the differnt unpredictable ways you can die.]]></description>
		<content:encoded><![CDATA[<p>Ragdolls are awesome! To me it makes the game a litt more funnier because of the differnt unpredictable ways you can die.</p>
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		<title>By: archont</title>
		<link>https://mm.soldat.pl/development-log/571/comment-page-1#comment-110377</link>
		<dc:creator><![CDATA[archont]]></dc:creator>
		<pubDate>Thu, 01 Oct 2009 20:40:12 +0000</pubDate>
		<guid isPermaLink="false">http://mm.soldat.pl/?p=571#comment-110377</guid>
		<description><![CDATA[Hey *I* make crappy flash games!

The worst thing possible for a game is when you try to link the physics engine with the gameplay, and find that the physics engine is limiting you. Or for example trying too hard to make everything physically correct.

An example is Cortex Command. The game is, technically speaking, the most realistic game ever in terms of physics. Characters aren&#039;t boxes that get moved by the Finger of God, but have joints, muscles and excert forces. Physics dictate how the character moves (response, velocity, ect) and animates that move. That is, a physics engine dictates the gameplay.

In link-dead, as I see it, characters animation is secondary to gameplay data. That is, the entity is moved by simple gameplay logic and animated to look realistically by physics and inverse kinematics. 

Which mechanic is more complicated and technically impressive? Cortex command of course. Which is more *fun*? The link-dead model.

One thing gameplay developers need to realize that technical elegance and complexity, even if hidden, does not automatically mean fun gameplay. The awesome living, reacting, dynamic sandbox world you believe will be the best thing since pong turns out to be boring. From the developer&#039;s perspective it may well be factinating, but the developer here is forgetting that the end result the player is seeing is a world generic, repetitive and predictable like an excel spreadsheet. 

The same rule goes for many specific ideas. Things that look fun on paper but fail to amuse - physics engines are one of those pitfalls, a fad that every cool studio on the block has, so you can&#039;t miss it either.

As for indie game dev - I still dream about it. But honestly it&#039;s not something that&#039;ll make you a millionare. Either you join the big boys, like activision, whose CEO said this - quote

We have a real culture of thrift. The goal that I had in bringing a lot of the packaged goods folks into Activision about 10 years ago was to take all the fun out of making videogames,

or you start an indie studio, and attempt to create that massive, beautiful RPG you&#039;ve always been dreaming about, 100 times cooler and more mature than Fallout 3 - which ends just as brutally as an attempt to propell yourself to the moon using household materials and dynamite.

Or you start churning out various generic strains of tetris and minesweeper like a soviet bioweapons factory that, while preventing you from having to chew your leather shoes for nourishment and steal electricity for heating your 3x2 cellar home, it will leave you cynical and disilusioned.]]></description>
		<content:encoded><![CDATA[<p>Hey *I* make crappy flash games!</p>
<p>The worst thing possible for a game is when you try to link the physics engine with the gameplay, and find that the physics engine is limiting you. Or for example trying too hard to make everything physically correct.</p>
<p>An example is Cortex Command. The game is, technically speaking, the most realistic game ever in terms of physics. Characters aren&#8217;t boxes that get moved by the Finger of God, but have joints, muscles and excert forces. Physics dictate how the character moves (response, velocity, ect) and animates that move. That is, a physics engine dictates the gameplay.</p>
<p>In link-dead, as I see it, characters animation is secondary to gameplay data. That is, the entity is moved by simple gameplay logic and animated to look realistically by physics and inverse kinematics. </p>
<p>Which mechanic is more complicated and technically impressive? Cortex command of course. Which is more *fun*? The link-dead model.</p>
<p>One thing gameplay developers need to realize that technical elegance and complexity, even if hidden, does not automatically mean fun gameplay. The awesome living, reacting, dynamic sandbox world you believe will be the best thing since pong turns out to be boring. From the developer&#8217;s perspective it may well be factinating, but the developer here is forgetting that the end result the player is seeing is a world generic, repetitive and predictable like an excel spreadsheet. </p>
<p>The same rule goes for many specific ideas. Things that look fun on paper but fail to amuse &#8211; physics engines are one of those pitfalls, a fad that every cool studio on the block has, so you can&#8217;t miss it either.</p>
<p>As for indie game dev &#8211; I still dream about it. But honestly it&#8217;s not something that&#8217;ll make you a millionare. Either you join the big boys, like activision, whose CEO said this &#8211; quote</p>
<p>We have a real culture of thrift. The goal that I had in bringing a lot of the packaged goods folks into Activision about 10 years ago was to take all the fun out of making videogames,</p>
<p>or you start an indie studio, and attempt to create that massive, beautiful RPG you&#8217;ve always been dreaming about, 100 times cooler and more mature than Fallout 3 &#8211; which ends just as brutally as an attempt to propell yourself to the moon using household materials and dynamite.</p>
<p>Or you start churning out various generic strains of tetris and minesweeper like a soviet bioweapons factory that, while preventing you from having to chew your leather shoes for nourishment and steal electricity for heating your 3&#215;2 cellar home, it will leave you cynical and disilusioned.</p>
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		<title>By: Pedro</title>
		<link>https://mm.soldat.pl/development-log/571/comment-page-1#comment-110375</link>
		<dc:creator><![CDATA[Pedro]]></dc:creator>
		<pubDate>Thu, 01 Oct 2009 19:59:44 +0000</pubDate>
		<guid isPermaLink="false">http://mm.soldat.pl/?p=571#comment-110375</guid>
		<description><![CDATA[I really like this game and I was just wondering if you guys were ever going to support the mac platform as well. I would play that more often for sure if it is. Thank you.]]></description>
		<content:encoded><![CDATA[<p>I really like this game and I was just wondering if you guys were ever going to support the mac platform as well. I would play that more often for sure if it is. Thank you.</p>
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		<title>By: Oscar</title>
		<link>https://mm.soldat.pl/development-log/571/comment-page-1#comment-110374</link>
		<dc:creator><![CDATA[Oscar]]></dc:creator>
		<pubDate>Thu, 01 Oct 2009 19:58:25 +0000</pubDate>
		<guid isPermaLink="false">http://mm.soldat.pl/?p=571#comment-110374</guid>
		<description><![CDATA[hey guys Soldat is awesome! keep going!]]></description>
		<content:encoded><![CDATA[<p>hey guys Soldat is awesome! keep going!</p>
]]></content:encoded>
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		<title>By: Snow</title>
		<link>https://mm.soldat.pl/development-log/571/comment-page-1#comment-110372</link>
		<dc:creator><![CDATA[Snow]]></dc:creator>
		<pubDate>Thu, 01 Oct 2009 19:52:48 +0000</pubDate>
		<guid isPermaLink="false">http://mm.soldat.pl/?p=571#comment-110372</guid>
		<description><![CDATA[I&#039;m going to agree now, if rewriting the physics engine is a good idea - if it improves netplay. Like mman said, Link-Dead is indeed a slower paced game and from what I gathered over the last 2 years from Michal&#039;s vision, stealth is important. So then only physics that would be beneficial in such gameplay style is needed. Anything else, that is just eye candy or rather an unnecessary effect, isn&#039;t needed. 

Being that I&#039;m not at the level of programming and working with physics yet, I don&#039;t know much about Box2d. I do find it odd, that Box2d couldn&#039;t be stripped down to what&#039;s useful for Link-Dead. It has to be so frustratingly tedious to have to rewrite something from scratch, since what&#039;s available still isn&#039;t satisfactory. 

Just don&#039;t take out too much physics. I like it when I can nail a crate with a nade and then it falls off whatever it was sitting on to crush the enemy beneath (if such a situation should exist in your vision of Link-Dead). :P]]></description>
		<content:encoded><![CDATA[<p>I&#8217;m going to agree now, if rewriting the physics engine is a good idea &#8211; if it improves netplay. Like mman said, Link-Dead is indeed a slower paced game and from what I gathered over the last 2 years from Michal&#8217;s vision, stealth is important. So then only physics that would be beneficial in such gameplay style is needed. Anything else, that is just eye candy or rather an unnecessary effect, isn&#8217;t needed. </p>
<p>Being that I&#8217;m not at the level of programming and working with physics yet, I don&#8217;t know much about Box2d. I do find it odd, that Box2d couldn&#8217;t be stripped down to what&#8217;s useful for Link-Dead. It has to be so frustratingly tedious to have to rewrite something from scratch, since what&#8217;s available still isn&#8217;t satisfactory. </p>
<p>Just don&#8217;t take out too much physics. I like it when I can nail a crate with a nade and then it falls off whatever it was sitting on to crush the enemy beneath (if such a situation should exist in your vision of Link-Dead). 😛</p>
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		<title>By: Anonymous</title>
		<link>https://mm.soldat.pl/development-log/571/comment-page-1#comment-110365</link>
		<dc:creator><![CDATA[Anonymous]]></dc:creator>
		<pubDate>Thu, 01 Oct 2009 18:55:14 +0000</pubDate>
		<guid isPermaLink="false">http://mm.soldat.pl/?p=571#comment-110365</guid>
		<description><![CDATA[If you aren&#039;t really using OOP/classes/things specific to C++, why don&#039;t you switch to pure C?

C compiler makes things work faster than C++ compiler, and the binaries/executables are smaller.]]></description>
		<content:encoded><![CDATA[<p>If you aren&#8217;t really using OOP/classes/things specific to C++, why don&#8217;t you switch to pure C?</p>
<p>C compiler makes things work faster than C++ compiler, and the binaries/executables are smaller.</p>
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		<title>By: MM</title>
		<link>https://mm.soldat.pl/development-log/571/comment-page-1#comment-110360</link>
		<dc:creator><![CDATA[MM]]></dc:creator>
		<pubDate>Thu, 01 Oct 2009 18:37:02 +0000</pubDate>
		<guid isPermaLink="false">http://mm.soldat.pl/?p=571#comment-110360</guid>
		<description><![CDATA[archont: haha I agree completely. The games from the first list would be nearly the same without the physics. I distinguish now two types of games:  physics games and games with physics. The first are mostly crappy flash games and in the latter nobody cares anymore, ragdolls are so 1999...]]></description>
		<content:encoded><![CDATA[<p>archont: haha I agree completely. The games from the first list would be nearly the same without the physics. I distinguish now two types of games:  physics games and games with physics. The first are mostly crappy flash games and in the latter nobody cares anymore, ragdolls are so 1999&#8230;</p>
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		<title>By: archont</title>
		<link>https://mm.soldat.pl/development-log/571/comment-page-1#comment-110334</link>
		<dc:creator><![CDATA[archont]]></dc:creator>
		<pubDate>Thu, 01 Oct 2009 11:13:38 +0000</pubDate>
		<guid isPermaLink="false">http://mm.soldat.pl/?p=571#comment-110334</guid>
		<description><![CDATA[Physics aare the new graphics!

Once upon a time developers sat down and wondered - what would make their game sell well? To make it look cool of course! And so they decided to make the graphics super awesome. More bloom! More particles! const int CONF_MAX_PARTICES = 9999999999999999!!!!

However as static pictures got outplaced by moving pictures you began to see the animation, and how every thrown object has a gyroscope inside and is always aligned with the Y axis. So.. game developers introduced physics.

Many hours were wasted creating _awesome_ physics engines for FPS games. Friction, super-advanced collision detection and response, simply magic! But then they realized  the only place the player was actually using the physics was to arrange enemy corpses in a giant &quot;PENIS&quot; sign or try to put the ragdolls in suggestive poses with various pieces of the environment or weapons.

There are games that indeed make good use of physics and there are games that have awesome engines that for all gamers care, could be removed.

Example of the first: Half-Life 2, Crysis, Far Cry 2

Example of the second: Stalker and most other FPS games with physics.

Point is: include physics only if it can aid gameplay and find an actual use for the engine.

Also, from Box2D to custom-made sub-soldat engine? That&#039;s like switching from a Hummer to a Fiat 126p]]></description>
		<content:encoded><![CDATA[<p>Physics aare the new graphics!</p>
<p>Once upon a time developers sat down and wondered &#8211; what would make their game sell well? To make it look cool of course! And so they decided to make the graphics super awesome. More bloom! More particles! const int CONF_MAX_PARTICES = 9999999999999999!!!!</p>
<p>However as static pictures got outplaced by moving pictures you began to see the animation, and how every thrown object has a gyroscope inside and is always aligned with the Y axis. So.. game developers introduced physics.</p>
<p>Many hours were wasted creating _awesome_ physics engines for FPS games. Friction, super-advanced collision detection and response, simply magic! But then they realized  the only place the player was actually using the physics was to arrange enemy corpses in a giant &#8220;PENIS&#8221; sign or try to put the ragdolls in suggestive poses with various pieces of the environment or weapons.</p>
<p>There are games that indeed make good use of physics and there are games that have awesome engines that for all gamers care, could be removed.</p>
<p>Example of the first: Half-Life 2, Crysis, Far Cry 2</p>
<p>Example of the second: Stalker and most other FPS games with physics.</p>
<p>Point is: include physics only if it can aid gameplay and find an actual use for the engine.</p>
<p>Also, from Box2D to custom-made sub-soldat engine? That&#8217;s like switching from a Hummer to a Fiat 126p</p>
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