chevalier
Fri, 8th Sep '06, 2:27pm
Here are today's Neverwinter Nights 2 forum highlights, collected by NWVault (http://nwvault.ign.com). Please take into account that these are only single parts of various threads and should not be taken out of context. Bear in mind also that the posts presented here are copied as-is, and that any bad spelling and grammar does not get corrected on our end.
<font size="3" face="Verdana, Arial" color="#cc6600">Jason Keeney, Programmer</font>
When IronPython reaches maturity, will the Toolset be written in that? (http://nwn2forums.bioware.com//forums/viewpost.html?topic=494583&post=4301981&forum=100&highlight=)
Dont get me wrong... there's certainly great utility for a language like C#. As you know, we've used it for the toolset and I think that has proven to be the right choice.
Civ4 and Eve? Well... I dont know the details of how or what they've chosen to use Python for. But the thing about games is that they tend to actually become qualitatively better when you can do more processing in a shorter time. Games that run at 30+ fps "feel" better than games that run at 20fps. Games with 20 AI characters are more interesting than ones with 10. If 6 fireballs are good, then 7 would be even better.
In other words... if its possible for a game engine to be fast enough... I've certainly never seen it. http://forums.bioware.com/_commonext/images/smiles/icon_wink.gif If we were to find ourselves with a "spare" millisecond, we would quickly find a use for it... we'd throw in a few more bugbears, or a few more dynamic lights.
And as for the the "sleeps" in the server code... after a quick search, it seems that all that kind of idle waiting is only in the network code layer... trying to broker romote connections and that kind of thing. Not something thats going to be occuring in the per-frame processing of an active game.
I'm sure Java, or .Net or whatever will keep getting better, but I just dont think they're really there yet. Not for games anyways.
Cheers. http://forums.bioware.com/_commonext/images/smiles/icon_cool.gif
<font size="3" face="Verdana, Arial" color="#cc6600">Jason Keeney, Programmer</font>
When IronPython reaches maturity, will the Toolset be written in that? (http://nwn2forums.bioware.com//forums/viewpost.html?topic=494583&post=4301981&forum=100&highlight=)
Dont get me wrong... there's certainly great utility for a language like C#. As you know, we've used it for the toolset and I think that has proven to be the right choice.
Civ4 and Eve? Well... I dont know the details of how or what they've chosen to use Python for. But the thing about games is that they tend to actually become qualitatively better when you can do more processing in a shorter time. Games that run at 30+ fps "feel" better than games that run at 20fps. Games with 20 AI characters are more interesting than ones with 10. If 6 fireballs are good, then 7 would be even better.
In other words... if its possible for a game engine to be fast enough... I've certainly never seen it. http://forums.bioware.com/_commonext/images/smiles/icon_wink.gif If we were to find ourselves with a "spare" millisecond, we would quickly find a use for it... we'd throw in a few more bugbears, or a few more dynamic lights.
And as for the the "sleeps" in the server code... after a quick search, it seems that all that kind of idle waiting is only in the network code layer... trying to broker romote connections and that kind of thing. Not something thats going to be occuring in the per-frame processing of an active game.
I'm sure Java, or .Net or whatever will keep getting better, but I just dont think they're really there yet. Not for games anyways.
Cheers. http://forums.bioware.com/_commonext/images/smiles/icon_cool.gif