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Topic: I pulled a 13 page reserach paper out of my ass.
Blindy
Roll for initiative, Monkey Boy!
posted 06-03-2002 01:47:52 AM
And here it is!!


Humans have always looked for some way to temporarily escape from the world. It seems like second nature for us to seek an activity that allows us to unwind, removing the stresses that daily life places upon us and replacing that tension with a more pleasant feeling of relaxation and enjoyment. This is why it comes as no surprise that our culture has adopted a love for videogames that rivals the love of stories and theatre that helped to carry previous generations though their lives. Videogames provide, in many respects, an even greater method of escape than what is offered by stories or theatre: after all, none of those offered a person the ability to actually step into the shoes of another person, and see a completely new world almost literally though that person’s eyes. Our society is certainly responding to this new escape as well: names like Mario, Luigi, and Sonic the Hedgehog have become as well known as Mickey Mouse and Goofy were to previous generations. Financially, videogames have become successful too. With $6 billion in revenue generated by videogame title sales alone in 2001, the videogame industry is quickly becoming comparable to the $7.7 billion movie industry (Savitz).
However, computer videogames have not always been this big. Just a decade ago, the industry floundered about, not really having any real sense of direction or any means of distinguishing itself from the console industry. Then, in 1991, Id Software released the game that would revolutionize computer video gaming and set it apart from consoles forever: Wolfenstein 3D. Wolfenstein 3D was the first game ever to truly put the player in the world, with an interactive environment and the first graphics that were actually three dimensional and allowed the player complete freedom of movement (Id Software). The industry suddenly had a sense of direction, and for the next five years, every developer in the business was creating three dimensional games, using the (then) brute force of Intel’s 486 processor to push their game engines and turn a collection of numbers and a few pictures into a world that looked more real than anything anyone had ever seen before.
If the industry had simply continued on this path, chances are it would not be anywhere close to the state it is in now, a serious contender for the heavy weight entertainment crown. In 1996, Id Software again reached into its bag of tricks and pulled out a revolution. With the release of Quake, Id took the game industry by the horns and turned it in a completely different direction (Id Software). What made this game different was its ability to run on the 3D cards that were being used to render complex scenes in movies, by making use of Silicon Graphics’ API (Advanced Programming Interface), OpenGL. By using the 3D card instead of the computer’s main processor to render the graphics, Quake was able to achieve a level of graphical quality that was unseen before. This game alone is recognized as the father of consumer level 3D hardware, as the very first customer level 3D video cards were released to cater to the market demands that Quake created. Within months, a plethora of new 3D hardware solutions flooded the market, and because of Id’s revolutionary concept of programming the game for an API instead of the computer itself, every developer on the market suddenly had a much better chance of creating a game on time and under budget.

What is an API?
A 3D graphics Advanced Programming Interface, or API, is a set of programs that allows developers to take the programming code for their game or application and make it work for every potential hardware configuration on the market with enough power to run it. Without an API, developers would have to literally reprogram their game thousands of times, once for every processor, video card, and chipset combination. An API is easily understood if it is thought of as a magic box with plugs on both sides. One side plugs into a program, and the other side plugs directly into the computer. When the program sends a signal down one of the plugs into the box, the box takes that signal and turns it into something that the computer can work with. Thus, the features offered by an API, or the plugs that it will accept on both sides, can directly influence what developers can do with their games. Choosing the correct API is crucial to creating a game that both fits the developer’s concepts and works on enough customers’ computers to actually sell.
The videogame market is dominated by two API standards. The most popular is Microsoft’s API, DirectX. More than just a 3D graphics tool, DirectX 8.1 also includes support for just about every sound card and networking setup used in the Windows environment. The only other contender is Silicon Graphics’ OpenGL 2.0, which is a stand alone 3D rendering API, and does not including support for any sound or networking. However, the different facets of use for each API are not the only differences. OpenGL, despite lacking the components to handle the sound or networking requirements of videogames, is a much more flexible API than DirectX, and also allows the developers to take the games they just programmed for a computer running Microsoft Windows and re-release them for all Apple computers as well. The OpenGL API is even flexible enough to work on some console systems like Sony’s Playstation2 and Sega’s Dreamcast, although these re-releases require massively large amounts of work and usually take a great deal of time. DirectX also has its advantages, the main one being that it is an integrated package, and one licensing fee covers it all. When all the advantages are added up and the current maneuvering of both companies is considered, it becomes apparent that although OpenGL 2.0 is the superior new 3D graphics API, popular developer support and the powerhouse backing of Microsoft will make DirectX 8.1 the dominating standard in the years to come.

Videogame Development
The development of videogames is a long and expensive process. First, a game concept must be conceived. This concept is taken to focus groups and goes though analysis before any computer programming starts. Assuming the project is well received and a publisher is found, the development of the game starts with one difficult challenge: how to turn these ideas into reality. The most cost effective way of creating a game out of an idea is to license a game engine from another development company, in effect to take someone else’s game and change things to fit what a developer wants it to do. The longer, more expensive, but generally more fruitful method of creating a game is to design a graphics engine from the ground up; however, regardless of the chosen path, the developers must always decide if they want to use DirectX or OpenGL as the base plate to build their game.
The choice of API can have effects on what developers can do with their games. OpenGL, although harder to work with, is an extremely flexible API that works on just about every system with every video card under every operating environment. OpenGL was originally designed for Hollywood studios to use on their special effects rendering farms, and thus was designed with the ability to do anything in mind. DirectX, on the other hand, is relatively limited in what it can do. Although some developers may argue that the single minded nature of DirectX’s programming makes it better tuned for games (Wilson), it is a completely closed box system—that is if developers are programming for DirectX, the developers have no idea what is “under the hood.” All the developers know is what will come out when a line of code is sent in. With OpenGL, programmers can go into the API and add their own features, tweak a feature if they don’t like the way a specific function is handled, and generally make it do everything and anything the game requires the API to do, regardless of whether or not it is supported by the base specifications of OpenGL.

Flexibility Matters
The difference between DirectX and OpenGL boils down to a difference in philosophy. OpenGL follows the idiom that the code behind the program should be available and modifiable, the idea being that if users all add the functions they need to the software and then distribute it to others, the end result will be more feature filled and robust than anything a group of corporate programmers would be able to create. DirectX, on the other hand, follows the white box programming philosophy, where the inner workings of the program are unknown to its users; the users only know what comes out when they send something in.
The flexibility of OpenGL allows creative programmers to do things that no one else has ever even thought of doing before, and not have to wait for Microsoft’s programmers to catch up, but rather be able to use the new idea immediately. For example, the current method of rendering an image does a great job of creating something that looks three dimensional and in perspective; but what if the developer does not want the graphics to be three dimensional, desiring instead for them to look more like an animated character one would see in a cartoon show? The normal method of accomplishing this would be to hire an animator to draw all the characters needed in the game from a few different angles, and to load the image of the character at the angle closest to the one the player is viewing it from. This method is not very good, as it would take literally 1080 (360 degrees of rotation and 3 axis of movement) times the number of frames of animation needed for every action in order to make the character seamlessly integrated into the world. Last year, however, using OpenGL, a programmer named Raskar Ramesh figured out a way to create cartoonish or cell animated characters using three dimensional rendering and a few tricks (Ramesh 410). Using this new method, games utilizing the cell shading graphical style that once would have been held back for more than a year for artwork creation can be released much sooner and with a much smaller budget.
The method of rendering these cell shaded characters is both innovative and elegant. By having the API automatically attach geometry to the outer edge if the model being cartoonized, and using solid colored textures with real time environmental shading, the model can be changed from something that looks three dimensional to something that looks like it was drawn by hand and scanned into the game. However, the model can be viewed from any angle and takes hundreds less man hours to create than the old method would require (Ramesh 412). Because OpenGL was flexible enough to handle this method of rendering from the moment it was conceived, video games featuring real time rendered cell shading have already been released under OpenGL, while Microsoft just now is getting this rendering ability on the features list for the new DirectX 9.0, due out late this summer.
Most creative and unusual video games that are released run under OpenGL. A game released late last year, Red Faction, was the first game to allow the player to literally blow walls out of the levels, destroy buildings, and walk though the dynamically created rubble. However, with the ability for the users to alter level geometry, an old game development issue again reared its ugly head. One of the problems earlier developers had was the adverse effect repetitive textures had on the realistic appearance of game levels. Previously developers simply used great caution and a certain amount of strategy in planning out the levels in their games so that there would be no long flat stretches textured with the same file, and that level geometry would break up the monotony and make the patterns harder to recognize. This issue popped back up when users blow out terrain and noticed that the new geometry had a very unrealistic uniform appearance. This issue plagued developers until another programmer, John Hart, came up with an idea that could solve this issue once and for all. Again with a little ingenuity and the flexibility of OpenGL, Hart was able to come up with a new method for texturing that would assure no repetition at all: the spontaneous creation of completely randomized textures.
Hart’s method utilizes the random number generator in a computer to generate a set of random numbers, which is then transformed into a texture fitting the general specifications of the program requesting it (Hart 89). If developers use this method, instead of specifying a pre-generated texture for each piece of geometry in a game level, they will simply set what approximate color the texture should be, and the random texture generator would create something totally new every time the level was loaded. Detail oriented textures would still need to be hard-set and hand-placed by developers, but this method could make a big difference in both the realism of a scene, and also the amount of time it takes to create a level; as the old methods required creation by hand of numerous textures and painstaking, time consuming placement of those textures. Using this method, time to market and cost of production for any project can be decreased, and the quality of the graphics in the game only gets better. The flexibility of OpenGL makes this new process available to OpenGL based developing firms already, while developers using DirectX will have to wait until Microsoft gets around to adding it to the feature list.
This flexibility of use is one of the main reasons that OpenGL is a superior choice for developers over DirectX. The truth of the matter is that because technology changes so fast, any technological advances made in one API will be mimicked by the other API on the next release. However, the design philosophy behind the two API’s does not change. The ability for programmers to take OpenGL and make it do exactly what they need it to do and add in new features just conceived and not yet supported by either of the APIs available is unparalleled by DirectX. This distinct advantage gives OpenGL a very real reason to be considered the technologically superior API.

As clear as night and day
Lighting and shadows, just as in Hollywood movies and photography, add a great deal of mood and dimension to the appearance of any scene in a video game. One of the hot spots of videogame development at this moment is the use of real time lighting and shadows, the ability to have the lighting on a level altered and effected by the movement of the models and other objects present in the level. Games of the past had serious limitations to the type of environmental lighting that could be shown to the user: it would have to be defined when the game level was created and could not be changed at all after the level was completed. All moving objects inside the level were unable to cast a realistic shadow. Both DirectX and OpenGL are capable of doing much better than this, in fact they are both capable of calculating out the path light will take around an object, a process known as ray tracing, and thus calculating where a shadow will fall given the position of both the light source and the object in question. The current method for creating realistic shadows is known as volumetric lighting and shadowing, where the model that is being shadowed actually has geometry attached to it with the outer edges defined by the formulas returned by the ray tracing algorithms. However, this is where the similarities between the two API’s methods end. In order for DirectX to create the extra geometry, it must pass the object though the geometry unit on the video card between three and five times, depending on the complexity of the object and the number of lights being cast upon it (Microsoft Developer Network). OpenGL, on the other hand, simply loads this task onto the processor, allowing it to ray trace the shadow and then passes the formulas back to the video card for rendering (Segal and Akeley 43). OpenGL’s method uses much less system time and has a lower impact on the number of frames per second than DirectX’s brute force method.
The other method commonly used to generate shadows in video game engines is the manipulation of the stencil buffer. The stencil buffer is an area in the memory of the video card that stores a simplified picture of what the user is seeing at the moment—sort of an outline of all the objects on the screen. One innovative technique for shadowing involves taking the stencil buffer and locating the object to be shaded on it, then this data, basically the outline of the object from the user’s point of view, is skewed and stretched to match a single ray trace from the light flowing thought he center of the object to the geometry behind which is having shadows cast upon it. This data is then fed back though the video card and rendered into the next frame as a shadow on the wall (Segal and Akeley 38). Although this process might sound more complicated, the incredibly complex and time consuming methodology for ray tracing is only utilized once per light source per object with this technique, which makes it much easier on a computer than volumetric shadowing. Here, again, OpenGL has a distinct advantage, offering support for much more detail in the stencil buffer than DirectX. In DirectX, the outline of an object can only be outline or blank space (Microsoft Developer Network); in contrast, OpenGL supports soft edges, allowing the shadows cast by furry or other organic objects which don’t generate a hard shadow outline to be soft and realistic in appearance (Segal and Akeley 40). This advantage is another example of how OpenGL is technologically superior to DirectX.

Hardware matters too
There is yet another aspect to the battle between DirectX and OpenGL that needs to be discussed: the battle for hardware support. It does not matter how many new features an API supports if there is no hardware on the market to support the new features! This is why both SGI and Microsoft spend lots of money and effort on wooing the big names in video hardware: nVidia, ATI, and Matrox. Up until last year, nVidia was one of OpenGL’s best supporters, faithfully supporting all new features included on the latest releases of OpenGL before the other manufacturers even knew they existed and working in close partnership with SGI’s engineers on new possibilities. However, two years ago, nVidia signed a deal with Microsoft to create the 3D brain for their new entertainment console, the X-Box. Since entering into this partnership, one can only wonder what other deals Microsoft has been offering nVidia in exchange for cooperation, and at the same time wonder how long nVidia will actively support OpenGL above the level needed to assure their products are compatible enough to sell.
In fact, nVidia’s latest generation of video cards are very blatantly designed to work best with new DirectX games. With the release of DirectX 8.0 at the end of 2000, Microsoft created a new method for rendering games in which the models and geometry are not defined by triangles, but rather as a collection of vertices. This new method of rendering, known as Vertex Based Rendering, is best executed on a current generation nVidia card with the patented “User Programmable Vertex Engine” (Lindholm, Kilgard, and Moreton 149). The Vertex Engine was designed from the ground up to work seamlessly with DirectX. The engine is designed to take the entire load of this mathematically challenging method of rendering off the processor and shoulder it entirely on the video card (Lindholm, Kilgard, and Moreton 153). Speed tests and benchmarks have shown that using one of the new nVidia video cards over an older model makes little difference for the speed at which OpenGL games are rendered, but makes a huge positive difference for the speed that DirectX games are rendered: clearly indicating an engineering bias at nVidia towards Microsoft over SGI (Bell). Rather than refining their rendering techniques above what was previously marketed for OpenGL, nVidia has spent their time working with Microsoft. If hardware support for OpenGL continues to fall behind that of DirectX, it will not be long before a game programmed for OpenGL is no longer marketable, since no consumer would purchase a game that they cannot run on their computer at home. Microsoft has SGI right where it wants it.

Two is better than one
Microsoft and nVidia’s X-Box also holds some more significance to the battle between DirectX and OpenGL. The X-Box actually runs on DirectX as an operating system, meaning that any game developed for DirectX on the computer can easily and very cheaply be reprogrammed to work on the X-Box. Given this advantage over OpenGL, it is no small wonder that the majority of the big video games released in the past year used the DirectX API, and were released for both the X-Box and the PC either in tandem or one right after the other. In effect, the X-Box makes every dollar spent on the development of a game for DirectX possibly worth twice as much on the return, since the possible audience for the game almost doubles when one takes into account the huge number of X-Boxes already installed in consumer’s homes. It appears that Microsoft has an incredible advantage here, and is poised to take the same monopolistic control of the video game market that it currently has over the Personal Computer market.

What does the future hold?
With the future of the videogame industry looking bright from a financial standpoint, many wonder who exactly will reap the most benefits from its large and growing revenue. Given the current situation and the strangle hold Microsoft is poised to place over both the PC and console video game markets, it seems very reasonable to predict that within the next couple of years, DirectX will become the overwhelmingly dominating standard and OpenGL will fade into the limelight—reverting to its earlier state of being used only for research and development for Hollywood’s special effects studios. Once Microsoft’s control over the market is complete, they can easily raise licensing costs and demand higher royalties for all games that use the DirectX API, allowing Microsoft to control and direct the video game market as the company sees fit. After all, in its heart any industry is more about making money than any other goal, and if using DirectX will guarantee the largest profits available for the time being, there is no logical reason for a business minded company make any other choice for an API. But, like all things, the future is yet uncertain. Perhaps something else will come along that will keep competition alive and assure a healthy distribution of control and revenue to all parties involved in the industry, but only time will tell.

On a plane ride, the more it shakes,
The more I have to let go.
Ferret
Poing! Poing!
posted 06-03-2002 01:50:17 AM
That comes out to thirteen pages?
Blindy
Roll for initiative, Monkey Boy!
posted 06-03-2002 01:51:17 AM
quote:
Ferret obviously shouldn't have said:
That comes out to thirteen pages?

With Double spaced 12 point times new roman font, its 12 and a half pages actually.

On a plane ride, the more it shakes,
The more I have to let go.
Tier the Genius™
Dark Elf Pimp
posted 06-03-2002 01:57:54 AM
::steals Blindy's paper::

Nice bootleg! Do you mind?

Blindy
Roll for initiative, Monkey Boy!
posted 06-03-2002 01:59:37 AM
quote:
When the babel fish was in place, it was apparent Tier the Genius™ said:
::steals Blindy's paper::

Nice bootleg! Do you mind?


it's not too useful without that biblography to go along with it.

On a plane ride, the more it shakes,
The more I have to let go.
Tier the Genius™
Dark Elf Pimp
posted 06-03-2002 02:06:01 AM
quote:
This one time, at Blind Swordsman camp:
it's not too useful without that biblography to go along with it.

I can make it up. Teachers are annoyed enough at having to read dozens of paper, they don't check the references!

Seriously though, well written. But correct me if I'm wrong, but didn't Descent make use of 3d hardware before Quake did?

Blindy
Roll for initiative, Monkey Boy!
posted 06-03-2002 02:08:36 AM
quote:

Works Cited

Bell, Brandon. “NVIDIA GeForce TI Overclocking.” Firingsquad.com Hardware and Software Review. 22 Oct. 2001. 23 May. 2002. .


Hart, John C. “Perlin Noise Pixel Shaders.” Proceedings of the 28th Annual Conference on Computer Graphics and Interactive Techniques. New York: ACM Press, 2001: 87-94.


Id Software. “Id Software Background.” Id Software web page. 14 May. 2002. .


Lindholm, Eric, Mark Kilgard, and Henry Moreton. “A User-Programmable Vertex Engine.” Proceedings of the ACM SIGGRAPH/EUROGRAPHICS Workshop on Graphics Hardware. New York: ACM Press, 2001: 149-158.


Microsoft Developer Network. DirectX 8.1: Programmer’s Reference. Seattle: Microsoft Press, 2001.


Raskar, Ramesh. “Hardware Support for Non-photorealistic Rendering.” Proceedings of the ACM SIGGRAPH/EUROGRAPHICS Workshop on Graphics Hardware. New York: ACM Press, 2001: 410 – 46i.3.


Savitz, Eric J. “Video Game Industry Poised for a Shootout.” CNN.Com/Sci Tech web page. 1 May. 2002. 15 May. 2002. .


Segal, Mark and Kurt Akeley. The OpenGL Graphics System: A Specification (Version 1.3). California: Silicon Graphics, Inc, 2001.


Wilson, Billy. “Developers on DirectX 8.” Voodoo Extreme web page. 8 Dec. 2000. 19 Apr. 2002. .


No. Descent can schlob my knob.

[ 06-03-2002: Message edited by: Blind Swordsman ]

On a plane ride, the more it shakes,
The more I have to let go.
Tier the Genius™
Dark Elf Pimp
posted 06-03-2002 02:11:11 AM
Ha. Descent was still a load of fun though.
Blindy
Roll for initiative, Monkey Boy!
posted 06-03-2002 02:14:40 AM
quote:
Tier the Genius™ was listening to Cher while typing:
Ha. Descent was still a load of fun though.

yes, twas, however Quake worked with a OpenGL Glide Wrapper before Descent did, i belive. i might be wrong.

On a plane ride, the more it shakes,
The more I have to let go.
Tier the Genius™
Dark Elf Pimp
posted 06-03-2002 02:18:58 AM
Actually, I think Descent didn't use OpenGL at all...
Blindy
Roll for initiative, Monkey Boy!
posted 06-03-2002 02:21:48 AM
quote:
Tier the Genius™ had this to say about dark elf butts:
Actually, I think Descent didn't use OpenGL at all...

It was either glide or openGL no one made games for direct x until directx 3.5 with total annilhilation.
but yet again, i might be wrong, i've been up typing this crap for 5 hours.

On a plane ride, the more it shakes,
The more I have to let go.
Tier the Genius™
Dark Elf Pimp
posted 06-03-2002 02:25:14 AM
I mean it didn't use any API. It's not that hard for a 486 to draw a 4-walled room with forced pixel doubling in 320x240 resolution...
Blindy
Roll for initiative, Monkey Boy!
posted 06-03-2002 02:26:56 AM
quote:
Tier the Genius™ attempted to be funny by writing:
I mean it didn't use any API. It's not that hard for a 486 to draw a 4-walled room with forced pixel doubling in 320x240 resolution...

486 != 3d hardware.

On a plane ride, the more it shakes,
The more I have to let go.
Arum`erf
Little gnome, Giant shroom
posted 06-03-2002 02:39:39 AM
Interesting.

(Testie)

code:
 I am not a Smurf 

Blindy
Roll for initiative, Monkey Boy!
posted 06-03-2002 02:43:05 AM
quote:
Calbus Kinanik thought this was the Ricky Martin Fan Club Forum and wrote:
Interesting.

(Testie)


[ 06-03-2002: Message edited by: Blind Swordsman ]

On a plane ride, the more it shakes,
The more I have to let go.
Arum`erf
Little gnome, Giant shroom
posted 06-03-2002 02:49:28 AM
But I'm not a Smurf.
code:
 I am not a Smurf 

Kinanik
Upset about being titless
posted 06-03-2002 02:51:41 AM
Or am I?
(I just wanted to see what was on my old account )
Gully Foyle is my name
And Terra is my nation
Deep space is my dwelling place
The stars my destination
Skaw
posted 06-03-2002 03:00:20 AM
quote:

I pulled a 13 page reserach paper out of my ass.

Didn't that hurt? I mean, they could have been tightly rolled up, but still.

Bajah
Thooooooor
posted 06-03-2002 03:03:38 AM
Damn man, what else ya got up in there?
Ryuujin
posted 06-03-2002 03:14:13 AM
quote:
Bajah thought this was the Ricky Martin Fan Club Forum and wrote:
Damn man, what else ya got up in there?

Bad...question....

Dave
)_(
posted 06-03-2002 03:51:33 AM
Duke3d was the 1st true 3d FPS not quake?
Drysart
Pancake
posted 06-03-2002 08:51:17 AM
Here are some factual errors, and other points of bias or misleading statements I noticed:

Quake did not have OpenGL support out of the box. A later variant had it.

There is no licensing fee to write or distribute a game using DirectX (there may be a fee to distribute the DX Setup libraries, but last I can remember there isn't). There is a licensing fee to release a game for the X-Box, but that's not DirectX related. There is also a similar licensing fee to release games for the PS2 and Gamecube.

The $6 billion quoted figure for video games includes both PC and Console platform games. It is not necessarily indicative of the growth of PC titles over console titles.

DirectX 8 can do cel shading, by using Vertex Shaders.

Red Faction can run under DX 8. It does not require OpenGL.

DirectX provides multiple methods of determine how to render a light source, the method you have listed is only one of them, and (in what I'm sure is what only can be described as a fit of totally and completely unbiased research) the method you described is the most computationally heavy. The others are not nearly as slow.

Vertex Based Rendering was developed jointly by nVidia and Microsoft, as are most additions to DirectX nowadays.

If OpenGL is so flexible, how come it can't appreciate the performance boost of VBR?

DirectX is not an operating system, not even on the XBox. The XBox runs an operating system that implements DirectX.

You've provided no research evidence for the assertation in your closing paragraph that Microsoft will raise licensing rates once OpenGL has been pushed back into obscurity.

Drysart
Pancake
posted 06-03-2002 08:52:25 AM
quote:
There was much rejoicing when Dave said this:
Duke3d was the 1st true 3d FPS not quake?

Duke3d was the Doom engine with an added hack to be able to look up and down. (Although the view tended to get heavily distorted when you did so.)

It did not use what could be considered academically as 3D technology.

Ja'Deth Issar Ka'bael
I posted in a title changing thread.
posted 06-03-2002 09:02:44 AM
12.5 wussy pages shot down by 2 posts. Awwwwww yeaaaaah
Lyinar's sweetie and don't you forget it!*
"All those moments will be lost in time, like tears in rain. Time to die. -Roy Batty
*Also Lyinar's attack panda

sigpic courtesy of This Guy, original modified by me

Blindy
Roll for initiative, Monkey Boy!
posted 06-03-2002 09:38:57 AM
and all the reasons drysart posted are why i say i "pulled it out of my ass" i didn't actually research a lick of the stuff that is above. Hell i even know all the stuff about stencil buffers is wrong but the point is it sounds good.
On a plane ride, the more it shakes,
The more I have to let go.
Blindy
Roll for initiative, Monkey Boy!
posted 06-03-2002 10:02:34 AM
Well i feel i should defend my honor a bit anyway.. let's see here...

quote:
Quake did not have OpenGL support out of the box. A later variant had it.

True, but doesn't really alter my point. Quake still was the first game to use 3D hardware and created all the hype and demand i talked about.

quote:
There is no licensing fee to write or distribute a game using DirectX (there may be a fee to distribute the DX Setup libraries, but last I can remember there isn't). There is a licensing fee to release a game for the X-Box, but that's not DirectX related. There is also a similar licensing fee to release games for the PS2 and Gamecube.

All I know is that I downloaded the SDK for free from microsoft. I'm sure you're right, but by the same token, who's to say after microsoft takes complete control they don't start charging?

quote:
The $6 billion quoted figure for video games includes both PC and Console platform games. It is not necessarily indicative of the growth of PC titles over console titles.

True. My paper does deal mostly with the computer side of things but it is at heart about all video games, so i thought i could justify that if i had to- I did look for a number that included all game related hardware sales, game title sales, game related web site profits ect ect but i couldn't find anyone that wrapped the whole thing up, so i kinda pulled that one out of my arse.

quote:
Red Faction can run under DX 8. It does not require OpenGL.

I didn't say it was an OpenGL game, I said some one figured out how to randomly generate textures using openGL and it can help solve an old problem that popped up again in red faction, however i can see how that lead-in is a bit misleading. I was origionally going to write something about how homeworld and games like that which are completely origional are usually programmed either exclusivly on OpenGL or on openGL first and then ported to DirectX and released under both, but when i changed the topic of the paragraph i forgot to re-write the lead in.

quote:
DirectX 8 can do cel shading, by using Vertex Shaders.

I may be wrong but i was under the opinon that vertex shaders only work on geforce 3 and 4 cards, radeon 8500s and the new matrox card which isn't out yet, which not many people have yet compared to the numbers of people who still have older generation cards. The cell shading method this guy was talking about can be used on any video card because of OpenGL's flexibility (in fact it is the same method that was used in jet set radio for the dream cast), and his methods are being included in directX 9 for more backwards compatability.

quote:
Vertex Based Rendering was developed jointly by nVidia and Microsoft, as are most additions to DirectX nowadays.

Yes, yes it is. This is the argument i was making that nVidia nd Microsoft are working hand in hand on directX and nvidia isn't really doing anything with OpenGL anymore.

quote:
If OpenGL is so flexible, how come it can't appreciate the performance boost of VBR?
OpenGL 1.3 can't because it doesn't support VBR yet. OpenGL 2.0 Does, if you look at the specifications on www.openGL.org you will see so.

quote:
DirectX is not an operating system, not even on the XBox. The XBox runs an operating system that implements DirectX.
When you are explaining things to people that know zip about computers you have to simplify it a bit. You're statement is true, but I needed to phrase it like that so that it was easily understood.

quote:
You've provided no research evidence for the assertation in your closing paragraph that Microsoft will raise licensing rates once OpenGL has been pushed back into obscurity
That paragraph is deep in opinionville- population, me. I have the opinion that microsoft will push any advantage they have as far as they can to make as much money as they can, and that is what i was trying to say in that paragraph. I didn't belive proof was nesessary.

quote:
Duke3d was the Doom engine with an added hack to be able to look up and down. (Although the view tended to get heavily distorted when you did so.)

It did not use what could be considered academically as 3D technology.


yeah drys is right, it was still a 2.5d game, but it did allow a freedom of movement and level of interaction with the environment that was unmatch prior to it's release.

On a plane ride, the more it shakes,
The more I have to let go.
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