TrainDodger
Train Dodger
TrainDodger

I played and loved JA2, but you know what I want right about now? A new Soldiers of Anarchy game. That was one of my all-time favorites. I loved how you could use an armored personnel carrier as a roving loot cache. Kill a bunch of dudes, pull a BTR-80 up to their corpses, have your guys stuff their pockets with their

Zardoz did say "Freeway". That kind of narrows it down a bit, don't you think?

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Actually, now that I think about it, it looks like an AN-225. Those things can carry over half a million pounds of cargo. You could probably fit about sixty cars in the back. Maybe three times that if you stacked them.

"How much shit was in that plane!?" - MC

The exact quote was "Minecraft, somehow still in beta, has sold about ten times as much."

I hate it when people act as though it's a big deal that Minecraft is still in beta. It's only been in development for a couple years total. They could have developed it for five years straight and then sprung it on us at the very end of the dev cycle like everyone else, and nobody would be saying "wow, this game was

Pfft. When I was 6, I knew how to operate a MIG welder without supervision. I took bits of scrap metal and made steel sculptures out of them.

Sexy? No. Terrifying? Yes.

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I got a Metadot Das Keyboard Ultimate S; the one with the blank keys and the Cherry MX Blue switches. I even did a video of it in action. Best $117 I ever spent.

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No, he wouldn't have called it a scam, because .theprodukkt and Farbrausch have never made outlandish claims about the capabilities of their procedural content generation techniques, and because the .kkrieger executable files are widely available for people to download and play.

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You could easily create a Minecraft-style game with a voxel-based rendering engine. Minecraft uses a very small set of geometry in repeated instances to create whole worlds.

Trust me, Persson and Carmack know what they're talking about. This type of engine is only practical if the end-user is running an Intel Xeon with 512 GB of RAM. You would need a server or render farm-type setup to play a Sparse Voxel Octree game with large amounts of varied geometry. By varied, I mean asymmetrical

It uses a Sparse Voxel Octree-based rendering engine, in which the voxels are stored as octrees:

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It does indeed use voxels in the form of octrees. The problem with this type of rendering is that it tends to be extremely resource-intensive. The point cloud data takes up an enormous amount of memory and disk space. A reasonably long game with varied and super-detailed environs constructed entirely out of voxels

Are you using some kind of Orwellian doublespeak on me? Are you saying bad when you really mean good?

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I reject your reality and substitute my own.

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Notch wasn't saying that voxels were bad. What he's saying is that those Euclideon folks are hyping up something that isn't quite ready for prime time. The hardware just isn't up to the required level yet. Give it twenty more years, and real-time voxel-based rendering will start to have practical use in video games.

I'm heavily inclined to agree. It's incredibly depressing when game developers decide that an SP campaign just isn't worth their time. Case in point, Warhawk. It was going to have a story mode, but the developers scrapped it before shipping it out. That was a damned shame, if you ask me.

While watching those tech demos, I always thought it was real smarmy how they constantly compared their engine to Crysis, L4D and other games currently on the market. "Blah blah, they couldn't use actual wood planks under these rails here, blah blah". Just shut up and give us some real performance specs.