> -----Original Message-----
> From: Vivec [mailto:[EMAIL PROTECTED]
> Sent: Tuesday, June 07, 2005 10:14 AM
> To: CF-Community
> Subject: Re: XBox 360 stuff
> 
> This looks good.
> 
> I also saw an article online that questions the benefits of the Xbox
> 360 for developers, since they are going to have a hard time writing
> new code because of the Out of order parellelism that the Xbox 360
> requires, or words to that effect.
> 
> It also mentions that perhaps Microsoft hasn't done as much on that
> development side to make it easier to code the necessary routines that
> would code gameplay, AI etc.

I wouldn't be surprised to find that - the same has been said of most
consoles (especially the PS2).

When it comes right down to it the initial games on any system are
essentially "betas" - they rarely use even half of the raw power provided.

It's not until at least three years or so in that the really stunning games
come out - those games that make people say "that system shouldn't be able
to do that!"

"Resident Evil 4" on the GameCube may go down as Game of the Year for good
reason.  Remember "Donkey Kong Country" for SNES?

The current crop of PS2 games has some sheer stunners.  The latest "Splinter
Cell" does things that people said were impossible on the PS2.  "God of War"
made people rethink PS2's ability to scale large objects.  The previews I've
seen of "Shadow of the Colossus" have enormous creatures hundreds of feet
tall, intricately detailed.

In most of these cases the developer's have essentially said "we finally
figured out the vector units!" (Ubi is actually using the vector units to
stream raster textures in Splinter Cell).

The first gen games for a system are like battering rams: they slam through
the system using brute force and unoptimized code.  The later games get
trickier and more elegant and suddenly find that they have more power than
they thought they did.

The systems are all radically different, but they do have commonalities: all
of the next gen systems are using some type of PowerPC CPU (although
radically different implementations).  Two of the systems are using AIT
graphics and all will support fundamental graphics libraries (OpenGL and
DirectX for example).

I hope that this means that engine developer's will jump on all the systems.
Epic has already announced the Unreal Engine for both the 360 and the PS3.
Valve has made noises that Source will be available for at least those two
as well and ID is clearly on board (since Quake will be available for both).

What we need (as you mentioned) in addition to this deluge of graphics
engines are better libraries for physics (although Source does cover that
well) and AI.  In addition the next gen systems will finally have the
horsepower to do real-time procedural processing on a large scale.

Massive armies with independent behavior at the soldiers level (like, well,
"Massive").  Flocking and herding behavior reacting to the environment.
Fractally-generated vegetation, growth and decay.

With these capabilities we may finally see some new experiences, some new
genres...

Jim Davis




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