Why Are We Still Talking About LucasArts' Old Adventure Games?
...they relied on story, clever dialog and had *heart* - so, the same reason everything of quality (books, music, movies) is appreciated decades or centuries later.
I just finished playing Day of the Tentacle with my wife and two kids last night, and they all enjoyed it thoroughly.
Dozens Suspended In Harvard University Cheat Scandal
Can't Tell The Difference Between Reality And The Onion.
New Hitchhiker's Guide Book "Not Very Funny"
I always got the feeling that the script was pretty good, but the delivery of many of the lines and the overall direction and execution fell a bit flat.
Comcast Apologizes For Super Bowl Porn Glitch
If it wasn't taboo, though, why would it be in the news in any way at all?
New Law Will Require Camera Phones To "Click"
I can still take movies without incessant racket, right?
How Quake Wars Met the Ray Tracer
Rasterizing triangles and the "first intersection" on a ray tracer actually give exactly the same result for a triangle mesh.
Ray tracing has a more obvious mapping onto the rendering equation, but rendering geometry or even first order reflections offers very little advantage (and several disadvantages) over rasterization techniques. Shadows are more implicit in ray tracing, but they don't look "better" until you have area light sources and start shooting a LOT of rays.
And that's really the problem. Most of the cool things you might want to do with ray tracing (soft shadows, photon mapping or other global illumination) involve shooting multiple-orders-of-magnitude more rays than simply drawing a game level.
If I had a fast hardware ray tracer, I'm sure I could find some very cool stuff to do with it, but wasting a ton of cycles doing what rasterization is perfectly adequate at is a bit pointless. It seems like a solution in search of a problem. If we could rasterize a scene normally, but do multiple raycasts in the pixel shader to determine light occlusion (shadows), we might be on the right track.
Avoiding Wasted Time With Prince of Persia
People keep complaining about this, and having finished the game, I think they should just shut up and play the game.
Let's put this simply: "Can't die" == "Auto-restore to the last safe point"
You can fail, exactly the same as you would have with a death mechanic. Over and over and over until you get it right. You just don't have to quicksave/quickload every time you screw it up, and get a nice animation instead.
It's a minor semantic/presentation difference, and everyone bitches like it's the end of the world.
Visual Hallucinations Are a Normal Grief Reaction
Out of six billion people on the planet, and all the billions who have lived throughout history, exactly one of them gets this unique window on the world that I call "me".
Out of all the computers in the world, the one I'm typing on happens to be the one called "mine." I think you're making the error of assuming that there actually needs to be a reason beyond the fact that everything that has gone before has led to the way things are now.
That reminds me of something from Douglas Adams: ". . . imagine a puddle waking up one morning and thinking, 'This is an interesting world I find myself in, an interesting hole I find myself in, fits me rather neatly, doesn't it? In fact it fits me staggeringly well, must have been made to have me in it!' This is such a powerful idea that as the sun rises in the sky and the air heats up and as, gradually, the puddle gets smaller and smaller, it's still frantically hanging on to the notion that everything's going to be alright, because this world was meant to have him in it, was built to have him in it; so the moment he disappears catches him rather by surprise. I think this may be something we need to be on the watch out for. " (http://en.wikiquote.org/wiki/Douglas_Adams)