Descent 3 Source Code
341–347 of 347 posts
Re: Descent 3 Source Code
#342Earlier quoted context omitted.
I used to get nausea when playing Doom in the nineties, it never got better. But I never get nausea from fps games with slower movement. I suspect the problem with Doom is how quickly you can change direction while running. You can run quite fast and a 90 degree turn doesn't slow you down at all.
Doom does some weird stuff with FOV and how it renders the environment though; newer FPS games have "real" 3D graphics, Doom used some interesting tricks to make things look 3D. The Quake engine was iirc the first "real" 3D engine.
There were many 3D engines before Quake. You had a bunch of Micropose combat flight sims, a ton of 3d driving games, even Elite on the BBC micro.
Hell, I'd written some 3D graphics on the Atari ST before Quake.
Quake was the first 3D texture mapped, dynamically lit, first person shooter...maybe...depending on your definition. It was certainly one of the first to have that ran at frame rates around 30fps.
As others have said, Descent was also around the same time too.
Re: Descent 3 Source Code
#343Earlier quoted context omitted.
Freespace was the (un?)official successor. Freespace 2 was incredible and I’d be willing to bet it holds up to this day. Nowadays we have the modern version of Elite Dangerous, but its flight mechanics are too close to aeronautic flight mechanics to compare to Descent.
When I bought Free space it was actually titled Descent: Freespace - The Great War. I wish the series had carried on, I really wanted to find out where the confusing plot threads of Freespace 2 went!
I loved the series too, though the name was only prefixed with “Descent” to avoid a trademark conflict with an existing bit of software already called FreeSpace. It’s completely unrelated to Descent story-wise (and I’d argue is almost completely unrelated gameplay wise too)
Re: Descent 3 Source Code
#344Earlier quoted context omitted.
It's exactly the same for me. With one exception: Freelancer. There "pointing" with the mouse just felt more natural because you control the guns at the same time and don't really control the ship but instead tell it where to fly.
Yeah, now that you mention it, is the same for me. I don’t think it’s an exception though since it’s really more like arming than flying, as you said.
Re: Descent 3 Source Code
#345Earlier quoted context omitted.
When I bought Free space it was actually titled Descent: Freespace - The Great War. I wish the series had carried on, I really wanted to find out where the confusing plot threads of Freespace 2 went!
> When I bought Free space it was actually titled Descent: Freespace - The Great War. I loved the series too, though the name was only prefixed with “Descent” to avoid a trademark conflict with an existing bit of software already called FreeSpace. It’s completely unrelated to Descent story-wise (and I’d argue is almost completely unrelated gameplay wise too)
Re: Descent 3 Source Code
#346Earlier quoted context omitted.
I would still like Git to have some kind of memory of a file being edited in some kind of branch. It would make it easier to communicate work done on the same file because you can discover what is being done to it.
I'm surely missing your point here, but isn't that exactly what git does? `git log ` gives you the entire history of commits that touches that particular file. edit: i suppose you mean the ability to keep track of what is being done in other unmerged branches perhaps?
Re: Descent 3 Source Code
#347My wife and I met on a Descent forum, our 3 sons are named for Descent friends (KoolBear, Jediluke, and Mark392), and we've attended weddings (and sadly one funeral, RIP JinX) for Descent friends. Even though I considered D3 the weakest of the Descent games, this news makes me happy. Thank you, Kevin!