Re: AW's direction (was Re: portal rendering) (Community)

Re: AW's direction (was Re: portal rendering) // Community

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grimble

Jan 5, 2001, 12:28pm
OK, I take your points, but I look on the two scenarios as different -
especially the "mission packs" point since this, to me, demonstrates my
point. "Mission packs" are basically additional pre-defined scenarios that
the game can run. They don't relate to going in to other worlds in AW, since
the same abilities are available in other worlds as in the original. You can
change them dynamically from from any location. I know exactly what I mean,
but I seem to be having a problem articulating it ... sorry. I still see
vast differences between the scope of AW and those of an environment
tailored to specific environments (such as games with massive level
definitions).

In terms of my views on AW ... the concepts behind AW are so much more
generic than anything else we have been discussing here. Sophistication
isn't the point, its the capabilities that the product allows over the
alternatives that set AW aside. The "rules" that AW applies to its worlds
are far less restrictive than those in games. The two sets of rules are
focussed on different subjects. As I was saying to Eep, in my view, the 3D
game environment that people compare AW to equates to a completed and
published world. With the lack of an ability to state/script specific
actions within an object definition for AW to the extent that is afforded to
games programmers who are writing a specific game, AW falls behind in
functionality and interaction whilst still having to follow the same
processing. BUT is not the key point I have been trying to make ... which
was that level editors create predefined environments (and new/updated
environments which manifest themselves as your "mission packs") for a game.
These environments are interacted with by the game itself ... but NOT while
the level is being built. That is the focus of the game concept ... there's
always a theme and a set of rules which relate to that theme, whereas AW is
an attempt at a kind of "global interaction". I basically see no comparison
because there is no theme defined for AW at all - no related
rules/assumption. What games don't have to worry about is someone coming
along and unexpectedly MOVING the walls of the U-Boat you're navigating. If
they move because someone has pressed a button, then there is specific code
to make the walls move in which is then executed within each of the
instances of the game to which it is relevant. AW allows much, much, much
lower-level activities than that. AW is aimed at mimicing the core
activities within a "virtual world", not the instigation of predefined
action.

The bowling example was meant as an example for the point, not AW. AW's
infrastructure doesn't allow such scenarios to be created efficiently ...
(even bots wouldn't be able to perform that kind of task and keep the effect
realistic to all client's). The Carmageddon II reference you made forced me
to think a bit more (thanks for that!!), but I still came up with the same
basic thoughts. The car is an object and it therefore a set a rules that
define how it interacts with things such as how it deforms when hit
(although I would imagine that the basic shape of the car isn't actually
effected in terms of the object itself rather than just how it looks) and
the rest is just a change of velocity that is then handled by the game. AW
doesn't deal with specifics - all activity is handled in a generic way but
you can't describe an object to the extent that a real-world needs. AW is
the very, very, very, very, very, very, very, very, poor cousin of the
"Thirteenth Floor" environment - modelling a world and not a scenario.

Thinking about it though ... is the AW performance really that bad? v3.0
flies on my machine (PIII 500, 128MB, Voodoo 3 3000). The restriction is
this pathetic dialup I have here. Bet there wouldn't be half the compaints
about it if they had a "full screen" mode rather than windowed.

Interesting discussion, but I think we're going to have to agree to
disagree. Shame no-one else wants to join in.

Grims.




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