8,808 karma · joined August 13, 2009
In general while Doom 3 has the better (and probably more forward thinking) rendering tech, HL2 also had some very good tech for its time and did a much better use of the tech they had available than Doom 3 did.
That said, personally i enjoy playing Doom 3 much more than HL2 but that is largely because Doom 3 plays more like a traditional shooter with very little scripting / storytelling to get in your way (and the little there is you can ignore it without losing anything) - you just shoot demons, find keycards/PDAs to open doors and that's it for the most part. I often just put it in low volume and play some podcast in the background :-P.
As for Far Cry, the game looked too plastic IMO, i remember playing the game and the characters' muscles had specular reflections :-P.
TBH i haven't played Elden Ring but from what i've seen there are so few "active" NPCs around that i highly doubt there'd be any performance issue coming from this.
1. Many scripting languages you'd find in games are implemented by evaluating the syntax tree directly (IIRC WitcherScript in Witcher 2 and 3 is implemented like that)
2. A behavior tree can be "compiled" down to a bytecode VM similar to what some scripting languages use
Though if any of these two approaches makes any difference in performance i'm not sure and i'd expect it'd depend heavily on how exactly they're implemented (my kneejerk reaction would be to expect the VM approach to be faster because parsing a bytecode sequence might be more cache friendly than jumping through pointers, but i also suspect that since game AI scripts/behaviors wont do any real computation themselves and instead 99% of the code would be engine/native calls, any potential benefit would be diminished -- but as i haven't tried to implement the same stuff with a realistic setup using both approaches to compare, i cannot say one or the other for certain).
This has been the case since at least the 90s, it is not a new thing.
FWIW all Pascal dialects since the 90s have a string type that allows more than 255 bytes. In Free Pascal strings are pointers to the first character with a header in a negative offset indicating the length, reference count and codepage (these fields are aligned depending on the CPU). For C compatibility the string is also null terminated so you can pass such a string to a C function and it'll work as expected. AFAIK Delphi also does the same.
AFAIK a "Pascal string" is basically another way to say "length-prefixed string" (as opposed to null terminated string) and Free Pascal (and Delphi) are like that (and they're Pascal dialects too, so their strings are literally Pascal strings :-P).
In Free Pascal for instance, strings are pointers to the first character with a header in a "negative address" containing information about the length, reference count (strings are reference counted and use copy-on-write to avoid passing around copies all the time) and codepage (FP can convert strings between different encodings "transparently").
In general everything ran fast... except stuff that had to do a lot of disk access, obviously (i.e. installers and such). But i never though that the system didn't feel responsive.
Also many modern programs have splash screens too. E.g. have you tried to launch Gimp or Krita recently? Or Eclipse? "Heavy" applications never stopped having those.
Of course computers are much faster now, nobody is saying otherwise. What people are saying is that it often doesn't feel so. If my Pentium III can open Visual Studio 6 faster than my 3700X can open Calculator, then yes, things do feel more performant on the Pentium III running Windows 98 even if the modern machine is much faster.
Don't make your game be a spaghetti mess of dependencies.
Or.
When you decide on your dependencies, make sure they are compatible with the regulations. The chances of middleware developers not updating their middleware and/or licenses to comply with these regulations are practically zero: there will 100% be market need for compliant middleware and others to provide it, so the existing middleware developers will update theirs too.
> What if I rely on steam, or epic for P2P and they shutter the service?
That's the easiest of the bunch because Steam already has at least one opensource reimplementation of the API (probably multiple) so all you have to do is drop a DLL in your game's directory and you get Steam independence.
The best the IDE can do is display a tooltip or something like that which is cumbersome when reading the code because you need to move over everything to figure out what the types are. And sometimes for whatever reason even that fails.
And this is only useful in the context of using an IDE: code can be found outside IDEs too, even if all you do is use an IDE for your development (not everyone does), the code can still be found in patch files, pull requests and code review platforms none of which have any IDE functionality to know what the types are.
> There’s no reason to repeat type definitions. If you can use auto, what that means is the type is already statically known
I'm not a compiler though.
Except it often does.
> You don't need to know any more.
I need to modify and/or review the code so, yes, i do need to now more.
TBH i've being using an ePub reader that i occasionally had to edit ePub files so i get rid of the superfluous styling that made it either not work or show things weirdly/wrong and i've heard comments from others that a bunch of files i had no issues with personally were unreadable for them, which makes me think that unless you really and absolutely need any fancy formatting (i.e. math stuff that can't just be made images - and you really tried to!) then you should stick with the most basic HTML imaginable - things that not even IE4 would render (too) wrong.
And in turn, since i doubt this will ever happen, i sometimes ponder making an "epub reconstruct" tool that attempts to reconstruct epubs so that they use the simplest HTML/CSS :-P (ideally configurable for maximum compatibility).
As important as the code to be readable.
> The odds are very good that it's clear from the context
As i wrote, if the actual type can be seen somewhere nearby (close enough to be included in diffs) then that's fine - it is already in the context. Though that is not usually the case and i personally had to work with code with which i was not familiar and which used `auto` all over the place and had to go hunting for the actual container declaration to see what it is (Visual Studio was not helpful in its tooltips).
So my actual experience is that i'd rather see the actual type.
However...
> anyway, in this case the real win probably is the range-based for loop
...yes, the range-based for loop is often the better choice when it comes to readability. And when compared with the iterators, it is pretty much always more readable than them :-P. `for (const Foo& foo : foos)` is basically what i'd prefer to see. It is the use of `auto` i pointed out.
The problem with this is that whoever is reading the code as-is does not know what type "ess" is. Sometimes you get the definition somewhere nearby, in which case it is probably fine - assuming it is close enough that it'll be included in a diff - but more often than not you don't know.
Yes, an IDE can probably tell you (probably, depends on the IDE and assuming everyone uses one) but even that requires some extra action like moving the mouse over the definition and hoping it'll give you something. However this wont show up in diffs, PRs, code reviews, etc.
IMO `auto` is one of those C++ features that really needs discipline to use - and when in doubt, i'd rather ban its use (except where you cannot do otherwise) than rely on everyone doing the right thing.
Last time i checked X11 without a desktop compositor (very important) still provides the least latency of any environment, so even if KDE Plasma (not KDE as a whole AFAICT) drops support, there are other WMs/DEs that will work with it and have minimal latency on desktop.
The engine used Build/Doom-like maps and would simply raycast against the camera's current sector (sectors could be any shape not just convex) and used connections between sectors as portals to recursively follow the (2D) map until it hit a solid wall - so basically Build's portal rendering approach except using raycasting instead of trapezoid rasterization. It could also do sprite rendering (you could have both sprites facing the camera and "aligned" sprites that could be used for decals) and even had some simple 3D model rendering (the triangles were sorted and clipped against the portal during rasterization). Unfortunately Flash isn't available in browsers anymore and Ruffle isn't compatible with it (it can run the engine -much slower than real Flash- but the palette is all wrong), so i took some shots using the standalone Flash "projector"[1][2][3][4]. Also making maps for it was certainly much more laborsome than making maps for a Wolf3D-like game and that combined with me losing interest in making Flash games meant i never made a game with it.
[0] https://www.youtube.com/watch?v=Z81NhEbl3q8
[1] http://runtimeterror.com/pages/iv/images/01feb493af6dd3184b8...
[2] http://runtimeterror.com/pages/iv/images/136a8753b211ed7e3d1...
[3] http://runtimeterror.com/pages/iv/images/84c2012258982b82053...
[4] http://runtimeterror.com/pages/iv/images/e94cc334c7735e1aacb...
Though your extender could make things a little more annoying on that front :-P
(DJGPP and Free Pascal -which use the same "go32" extender by DJ Delorie- do not do a full linear mapping so you need to do a bit more juggling to get stuff on screen there)
Meanwhile more current games have much higher polycounts, easily going above 100K triangles - e.g. Dante from DMC5, a ~7 year old game, apparently has ~190K triangles and that had to run on the more anemic PS4/XBone hardware :-P (though i'm not sure if it used the full 190K model there or some cut down version).
[0] http://runtimeterror.com/pages/iv/images/1073c7062db40837240...
As an example this[0] video shows the benchmark from Post Apocalyptic Petra running on my previous GPU (RX 5700 XT) which all it does is build a per-frame (client-side) vertex-buffer in OpenGL 1.1 (the engine was made for actual retro PCs running DOS and Win9x so it does some rudimentary occlusion culling but that mainly affects 90s hardware, not anything released since 2000 or so). If anything, the rendering has so little overhead that half of the framerate is "eaten" by the FPS counter overlay :-P.
The Build engine didn't use BSP, it treated connections between sectors as portals and rasterized the walls as (90 degree rotated) trapezoids while performing clipping against those portals. This allowed it to have dynamic wall geometry (e.g. moving trains, rotating light fixtures, etc) as well as "room-over-room" setups as long as you couldn't see both rooms at the same time (in both Blood and Shadow Warrior they found a workaround for it allowing to create more "3D" spaces by making identically shaped sectors with the floor of one sector acting as a portal to the ceiling of the other sector - supposedly this wasn't "natively" supported by the engine, but it was flexible enough for the game studios who used it -without even having access to the source- to do it themselves).
The first level of Duke Nukem 3D does use a few Build tricks - e.g. another one is that sprites can be "axis aligned" instead of following the camera and they can also have collision - this can be used to create rudimentary 3D geometry by treating each sprite as an axis aligned quad and in the first level it is used to make a bridge between two buildings (right before the level exit button).
[0] https://store.steampowered.com/app/1592280/Selaco/
[1] https://store.steampowered.com/app/1693280/Supplice/
[2] https://store.steampowered.com/app/1378290/The_Citadel/
[3] https://store.steampowered.com/app/3371240/Beyond_Citadel/
[4] https://store.steampowered.com/app/2443360/Zortch/
[5] https://store.steampowered.com/app/3807500/Zortch_2/
[6] https://store.steampowered.com/app/1051690/Nightmare_Reaper/
[7] https://store.steampowered.com/app/1785940/COVEN/
[8] https://store.steampowered.com/app/1406780/Viscerafest/
[9] https://store.steampowered.com/app/1072150/Hedon_Bloodrite/
I did write a tool for generating the sprites from 3D models though[2]. It uses plain old OpenGL 1.1 to draw the sprite and grabs the framebuffer directly. It is drawn fullbright so i can paint the lighting directly on the sprite's texture (using a Krita plugin i wrote[3][4] - the model is something i threw together with Blender's default generated UV since i didn't care for the details).
I wonder if doing some sort of postprocessing (after rendering with with shading) like you do with your game would help with the finer details since i also found that rendering from 3D models to sprites creates very "mushy" results most of the time because of all the details getting lost. I notice the colors also become more saturated after postprocessing in your examples, is this after it finds the closest color in the palette or the result of the postprocess? I'd like to keep the overall hue+saturation of the model so maybe doing post-processing on a grayscale render to shade the shadows/dark areas but keep highlights as-is and then multiplying that with the fullbright image would produce results that wont shift the saturation.
[0] https://bad-sector.itch.io/post-apocalyptic-petra
[1] https://codeberg.org/badsector/PetraEngine/src/commit/14ca16...
[2] http://runtimeterror.com/pages/iv/images/95ddebc51e4dfa8a5af...
[3] http://runtimeterror.com/tools/kritaview3d/
[4] http://runtimeterror.com/pages/iv/images/535f0e09e590d8a1731...
That said, from a UX perspective, personally i prefer Forgejo - which isn't that much slower either (judging from Codeberg, it isn't instant but it is fast enough to feel "fast").
Personally i do not even write Go myself yet when i see some webapp made in Go i'm pretty much always sure that it'll be a self-contained static binary. Yes, there are probably exceptions (and i haven't surveyed all webapps made with Go) but it has been common enough to feel as the standard approach to me - and if i ever decide to make a binary webapp, i'll probably reach for Go to do it.
Ultimately if something isn't in my distro's repository, i try to compile it from source and if that isn't available, i just use something else.