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0 Sigil Developer Tracker



The dev tracker is no longer actively scanning, however you may continue to browse the archives collected over the past several years here. Please remember that these developer posts are taken out of context, so beware of any silky venom being spewed forth.

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0 No catching it... O F F I C I A L    V A N G U A R D    F O R U M S
Jun 26, 2006 - 08:40 PM - by Gebron the Demented
Honestly, the hardware manufacturers do a pretty darn good job of letting Devs know what's coming down the pipe. If you think about it, Intel and AMD both know that gamers buy the first hot-stuff machines off the assembly lines.

They know full-well that devs need to be thinking about those features long before they exist. In fact, even the smallest 2-man studios are often comp'd motherboards and CPUs in even the earliest days of development, in hopes that every dev is using the power as early as possible. This is true not only for CPUs and motherboards, but graphics cards, sound cards, and even keyboards and mice!

Also, understand that development of hardware is far in advance of what is actually on the shelf. Typically R&D in these big companies is four or more years ahead of the assembly line, so there are rarely any suprises for anyone.

In 2001, we knew we'd have 3+ gHz processors, and multi-core + hyperthreading. We also knew where graphics cards would be and bus speed, AND the size of hard drives and popularity of DVD as a distribution medium. We've had suprises on the video RAM front (games still want faster RAM instead of more of it) and when DX10 would ship (don't ask...heh) to help out our CPU load.

Hardware vendors are very good to us, and actually quite predictable. *grin*
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0 False Screens!? O F F I C I A L    V A N G U A R D    F O R U M S
Dec 22, 2005 - 11:46 AM - by Gebron the Demented
(I think I can be an authority on this...)

The shots are, indeed, and in every way that you could possibly argue, real. Did we have an artist help figure out a good camera position and time of day for some of the more beautiful ones? Oh yes, indeed we did.

You would not see ME in there taking screenshots and posting them, because just because I *LOVE* a good meal doesn't mean I have any talent to cook one. Also, I have a stable of incredibly talented artists who I can say "Make my code look good" and a few minutes (hours?) later I have a batch of shots.

They're real. If they were fake, my team wouldn't have to spend so much time making the graphics engine better and faster, would it?! *grin*

You may see different quality shots on different systems, and you may see the overall quality of our shots get MUCH better in the near future (yes, indeed!), but you will never see faked shots.

Why? Because we don't have to.

Thanks, and enjoy.
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0 So, who are the programmers? O F F I C I A L    V A N G U A R D    F O R U M S
Aug 06, 2005 - 03:46 AM - by Gebron the Demented
Diet Mtn Dew cans everywhere...

We're still here, but just really, really busy =)
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0 changing landscape - trees fading in and out O F F I C I A L    V A N G U A R D    F O R U M S
Jun 17, 2005 - 06:15 AM - by Gebron the Demented
Certainly it is CONCEIVABLE to do deformable terrain. It is, at its simplest, an array of points in space. Moving those points around, and viola! Deformed terrain!

That said, it takes quite a considerable amount of code and tools to support all the gameplay functionality to make such a feature both balanced and fun. Today, we'd rather spend that time on other persuits which we think you'll find much cooler.

When we are trying to figure out what features go into our game, we have to maintain an eye for 'bang for the buck', so to speak. We also have to Devil's Advocate every single feature... for example if someone can dig a hole in the terrain, what's to stop 3,000 players from turning the starting villages into swiss cheese?

One of the wonderful things about MMOGs is that we can say "not now" and mean it. Vanguard will evolve, and we'll all get to enjoy watching it and participating in its evolution.
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0 Popping O F F I C I A L    V A N G U A R D    F O R U M S
Apr 17, 2005 - 11:23 PM - by Gebron the Demented
Quote:
Originally Posted by Taranis
Oh, the weak of faith!
All problems will be solvable as soon as I can engineer my own graphics cards *grin*.

<gets back to work before the Hammer of Taranis falls on his fingers>
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0 Please no damage #'s O F F I C I A L    V A N G U A R D    F O R U M S
Apr 17, 2005 - 11:18 PM - by Gebron the Demented
Quote:
Originally Posted by Pirotess
I was reading this thread ("Please no lightshow") and thinking to myself please no damage #'s above a characters head either. A quick search of the boards revealed there wasnt a topic pertaining to this so I figured I'd start one.

I feel the spam of damage numbers made popular by EQ2 and WoW is pretty useless. In large groups of people it really slows things down and who is really able to read that spam anyway and determine which number belongs with who? I guess it could be useful to only see your own numbers but thats as far as I would take it. What do you all think?

It will be an option, don't worry. I absolutely LOVE options... options for everything! *insert evil cackle*

That said, some people enjoy the numbers on the screen because they like to watch the combat instead of their chat window. Others care little about the animations and really like to read the combat play out in text. Still others like the graphics but don't want ANY textual representation of "damage numbers". All those people will be pleased with what we give them.

Vanguard is your home, and as such you shall be able to make it comfortable for you, personally, to live in.
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0 How do Sigil programmers store position info? O F F I C I A L    V A N G U A R D    F O R U M S
Apr 17, 2005 - 02:39 PM - by Gebron the Demented
In answer to the original question, we use a combination of "floating point local"/"integer universal" coordinate system so that we are never exceeding the bounds of floating point math.

1. Visibility breaks at a few million kilometers... um... not really an issue, since nobody can see that far.

2. Universal coordinates break if we end up with more than 64 nonillian (64 * 10^30) square kilometers of terrain... but given that would take at least a trillion man years to generate and several hundred billion years to traverse...

I'll leave that problem to the ponderings of the project's programming progeny.

Hehe (yes, this stuff runs around my head all the time...even on saturdays)
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0 Popping O F F I C I A L    V A N G U A R D    F O R U M S
Apr 17, 2005 - 02:11 PM - by Gebron the Demented
Quote:
Originally Posted by Alekxandr
I've seen two main ways for mobs/npcs/players to appear from distance in an MMO. Simply popping into existance (EQ, EQ2) and the fading in version (L2, WoW). I have to say I much prefer the fading in technique as it seems less jarring on my game play to have objects fade in the simply pop out of nowhere. Opinions?
I much prefer the fading myself. If we are unable to use fading, it will be because of some unavoidable technical limitation, not preference. I agree fading looks much smoother.
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0 Vanguard using Virtual Displacement Mapping? O F F I C I A L    V A N G U A R D    F O R U M S
Apr 03, 2005 - 12:19 AM - by Gebron the Demented
We do use multiple passes as necessary, but you cannot multipass a "singular" operation, without pretty darn significant cost! Trying to multipass parallax mapping would involve too many render targets, and unless you're only wanting to render five things at a time, that is not a good solution *grin*.

We are supporting SM 2.0 as a minspec, but will also support SM 3.0. The descision as to which features will be "SM3 only" would be premature at this stage. If we DO find that some features cannot be done efficiently in SM2, they will becomes SM3 features.

The engine already does a good job of trying SM3, then falling back to SM2b, then SM2... of course, if SM2 fails it gets a bit, well, cantankerous. *grin*

You guessed it right about displacement mapping. I'm not willing at this stage to devote a great deal of time to implement any systems for just one card. At least, I find it hard to make that a priority over so many other things. Once a feature is prevalent on enough cards, it's a lot easier to consider!
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0 Vanguard using Virtual Displacement Mapping? O F F I C I A L    V A N G U A R D    F O R U M S
Apr 02, 2005 - 05:31 PM - by Gebron the Demented
We do not currently have parallax mapping, but it will be in SOON(tm). We have some pretty complex shaders, and have run into instruction limit issues on the cards that we use here, so the extra instructions needed for parallax mapping just made it a lower priority than many other things.

Also, parallax mapping works well on SOME, but not ALL surfaces. It is also costly enough that we would want to use it sparingly.

As far as displacement mapping, we don't currently have any. This is still a relatively new tech that needs some R&D time for us to determine where best to integrate it into our pipeline. It will likely be some time before displacement mapping is fully realized on a large enough set of graphics cards to be counted upon.

We still have some other tricks up our collective sleeves... keep watching!
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