Errant Signal – Entwined

By Shamus Posted Wednesday Jun 25, 2014

Filed under: Video Games 26 comments

Josh is sick today, so Spoiler Warning will be either very late or very Not At All. So let’s talk about the latest Errant Signal:


Link (YouTube)

I haven’t played Entwined. This is actually the first time I’ve seen anything about it. I’m always a worse game “journalist”This is not to say I’m ever really a journalist, but I’ll admit the distinction is more gradient than binary. when I’m coding. I just can’t keep up with gaming news when I’ve got my head in programming mode. I will say the visuals are amazing.

I know everyone dumps on the orange / blue thing that movies are doing, but I think it’s fine when semi-abstract videogames do it. My problem with orange / blue is when it gets overused on live images and we end up with orange actors. But this? This is glorious. I reflexively want to play it when I see the images.

 


 

Watch_Dogs and Game_Mods – The Arrogance of a Lie

By Shamus Posted Tuesday Jun 24, 2014

Filed under: Column 47 comments

Let’s dump on Ubisoft two weeks in a row!

The odd thing about Ubisoft is that they seem to be a normal publisher when dealing with the consoles. It’s just that they have intense contempt for their PC customers. Check out Jimquisition this week for some great Ubi quotes. We’ve shouted at them for years, and management has never wrapped their heads around the concept of “the pirates and your customers are two different groups of people”.

I just want to point this out as another example of high-ranking executives being fundamentally ignorant and bad at their jobs. Their brute-force approach to pumping out games lowers quality, so instead of two good games on alternating years we get one mediocre game every year. And even if this approach really is the best, the games don’t need to be protected by additional DRM because DRM enrages customers without stopping the pirates. And even if DRM is somehow effective, it’s already been done better elsewhere. And even if Ubi needs their own Uplay DRM platform, it could be designed SO much better than it is. And even if we had to keep this design, they could handle the PR backlash much, much better.

Greed I can understand. I can even respect it. But high-level incompetence is intolerable to me.

EDIT: It has been pointed out that the really big demonstration for Watch_Dogs that produced all of the amazing screenshots was at E3 2012, not E3 2013. That was before the devs had access to the final specs of the next-gen consoles, and two years is a long time in game development. It still doesn’t excuse the contemptuous PR, but it does explain how we wound up with such a graphical disparity in the first place.

 


 

Project Unearth Part 1: Shadow of the Occluder

By Shamus Posted Monday Jun 23, 2014

Filed under: Programming 53 comments

We’re here to work on shaders, but we can’t very well just start writing code without blathering on for a thousands words about random things. I mean, I can’t. How you program is your business.

Code re-use

I’ve written all this before. In Project Octant I made a block world.

I will say that to a certain extent “code re-use” is overrated. Not to say that it’s not incredibly important. It’s just not the end-all-be-all of software engineering. Sure, it’s nice to be able to make use of code you wrote in the past. But it’s also really nice to be able to write a more perfect version of something. Every time you attack a problem you understand it a little better, and every solution is just a little lighter and cleaner than the last. Yes, you can gradually improve something you’ve already written, but there’s nothing like a re-write to let you really fix structural problems.

I’ve discovered that re-writes aren’t nearly as expensive as they seem. They’re mentally daunting and often boring because it feels like busywork, but if you wrote the previous code and you’ve still got the structure rolling around inside your noggin, then re-writing isn’t that much worse than re-typing.

Of course, all of this is only true to a point. If I was working on some behemoth like the Crysis engine I wouldn’t be able to get away with re-writing. The job is too big, too interconnected, and it’s so complicated I’d never have the whole thing in my head at once anyway.

Still, I have to say that re-writes have a lot of good points. This new version of the cube-based world is shorter, cleaner, and clearer than my last attempt. And I’d be lying if I said that didn’t feel good.I guess re-writes are kind of decadent: The work of someone who is able to polish their code instead of being obliged to ship something useful.

And now…

A Brief History of Shadows

Continue reading ⟩⟩ “Project Unearth Part 1: Shadow of the Occluder”

 


 

Diecast #64: E3 Dustup, Watch_Dogs, Steam Summer Sale

By Shamus Posted Monday Jun 23, 2014

Filed under: Diecast 117 comments

Here is an hour of four people talking about videogames. I don’t know why you like this sort of thing, but it’s not my place to judge.

Download MP3 File
Download Ogg Vorbis File

Show notes: Continue reading ⟩⟩ “Diecast #64: E3 Dustup, Watch_Dogs, Steam Summer Sale”

 


 

Everything Old is Still Old, Only Moreso

By Shamus Posted Sunday Jun 22, 2014

Filed under: Personal 47 comments

Like I said last Thursday, Heather and I went to Kennywood. We had a good time. Rode some rides. Managed to avoid sunburn. Probably ate more overpriced junk than was smart or reasonable. At the end of the day we had our picture taken:

kennywood1995.jpg

Continue reading ⟩⟩ “Everything Old is Still Old, Only Moreso”

 


 

Day Off: Kennywood

By Shamus Posted Thursday Jun 19, 2014

Filed under: Personal 34 comments

I won’t be around tomorrow. I’ll be at Kennywood park. I think of it as someplace I’ve visited “a lot”, but as we were planning the trip I realized I’ve done 20 laps around the sun since my last visit. I don’t know where the time goes. It just goes.

Last time I was there was for a company picnic of that one job I lost. Heather and I were still dating. No kids. The only C source code I’d even seen was stuff I wrote myself. Which is really stange to think about. Does anyone ever find themselves in that position these days? I can’t imagine.

Anyway. No content for you. Have a good weekend.

 


 

Frontier Rebooted Part 7: What Have We Learned Today?

By Shamus Posted Wednesday Jun 18, 2014

Filed under: Programming 66 comments

So grass is lightweight but high poly and you need lots of it blah blah blah. Let’s make some.

The trick I want to try here is to just have the grass rise out of the ground as you approach. Which sounds ridiculous. Wouldn’t that just make it look like grass is magically growing all over the place? Wouldn’t all that motion attract your eye and be incredibly distracting? Wouldn’t it just be easier to have crap fade in?

If someone had suggested this trick to me I would have called them a moron and made them stay late to defrag all the hard drives in the office as punishment. But it works. It works so well that you’ve likely seen it happen without noticing it. It works so well that I looked at it for hundreds of hours before I noticed. Remember this little game?

skyrim_fade1.jpg

Yeah. Skyrim. To be clear: I’ve got the draw distance turned down a bit, which makes it easier to show this off. Also, this might not be representative of the game proper, since I’m running a ridiculous number of mods. (My collection has grown since I compiled that list.) But this is enough to give you an idea of what I’m talking about. Let me zoom in on the center of the screen…

Continue reading ⟩⟩ “Frontier Rebooted Part 7: What Have We Learned Today?”