Apparently devs forgot about the old HDD optimization tricks, like putting the frequently accessed files nearby and speculative loading then. So it just fires load at each new frame of animation. That is in addition to other heavy stuff like antivirus raping the HDD.
And all that together results into even an old game running slow.
Chinese also make fully functional fake Sega Genesis with a cheap plastic case and 4 IC 555.
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Anonymous2020-06-11 9:12
>>2 Antivirus is builtin into Windows 10, which also has a builtin firewall.
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Anonymous2020-06-11 9:52
Pathetic.
But I guess the brightest minds don't work on a remake.
Seems like something only dogmatic ``best practice" busywork people enjoy.
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Anonymous2020-06-11 10:01
>>4 Actually EA hired the original Westwood programmers. Yet they forgot how to write code that runs smoothly even on Sega with a lot of units on the move: https://www.youtube.com/watch?v=eifXe-Kpq84
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Anonymous2020-06-11 11:06
Shame if they got washed up. But then again a remake doesn't get your heart pumping. It's something you shit onto the market to make money.
Even then it probably wasn't the exact same team but a subset. Add time constraints and you get shit like this.
The studio did make Star Wars: Empire at War which I really liked. That was 14 years ago though. Their last big game seemed to be Grey Goo which a friend played a little but didn't like enough to bugger me to buy it. Grey Goo seems like a good name as the the only thing I can recall about it was that is was some sort of RTS.
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Anonymous2020-06-11 11:09
Why don't they just load everything into memory? 8GB seems like a ton. Surely a level fits into that. Most people even have 16GB+ nowadays.
I just recently installed CIV6 which was a 6GB download. Unpacked maybe twice that. I'll have to check when I get home. Doesn't seem impossible to make the 8GB.
Seems like a good idea to optimize the data to simplify and speed up the software part. Seems like a huge possible win for me.
I remember the CSGO team made new player models which look amazing but used way less polygons. Also I remember an amateur remaking a better Mario 64 model with, again, less polygons.
Seems like one could apply this to data in general. Also improvments in data creation tools benefit all creators and have to be implemented just once.
Reddit is shit but contains useful information. I'd also wish they wouldn't have a monopoly on online discussion but they do.
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Anonymous2020-06-11 12:59
>>11 You can always start your own blog and write about anything. Even criticize China. Just make sure your blog is hosted outside of Chinese jurisdiction.
>>19 It is basically the original game. OpenRA is a a different engine with the same graphics. In particular, projectile mechanics works noticeably differently in OpenRA. For example, original C&C has nice homing missile code, but in OpenRA missiles worked like the usual cannon shot. Other example are the nukes: in the original RA, the more nuke silos you built, the larger the damage. In OpenRA the damage is not affected by the silo count. Making nukes (literally the game's iconic superweapon) literally useless.
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Anonymous2020-06-13 12:14
The Virgin "programmings skills" vs Chad "gaming skills": the former is forgotten in a few months and latter somehow binds into your brain for decades.
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Anonymous2020-06-13 18:06
Most ``programming skills" are superfluous. Syntactic sugar is irrelevant, that's why you forget it quickly.
I periodically remember obscure problems and their solution when I encounter them again.
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Anonymous2020-06-13 19:20
>>18 Soon to be taken down by GitHub because of the use of the word ``remastered''.
>>22 You can't forget how to play mario. You have to consult the libc api every few hours, to see what e.g. strtod or sscanf syntax is the same 3 arguments in same order, but you can't remember shit because its confused with 100's other functions.
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Anonymous2020-06-14 9:38
>>25 Actually there is a sorting algorithm for tapes. It was a big thing back in the day, but today nobody remembers it.
Same with HDD access. With SSD people forgot that HDDs are not random access devices and have terrible latencies. So if you have a data set not fitting into memory, you do better use appropriate algorithms.
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Anonymous2020-06-14 18:17
>>25 You're right. There's something to it. It's like driving a car or bicycle.
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Anonymous2020-06-14 18:36
>>27 Never played Mario. Neither had a car or a bicycle.
t. Ukraine
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Anonymous2020-06-15 20:42
in the unity age good game development is becoming a lost art
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Anonymous2020-06-16 7:58
>>29 The point of creating game engines doesn't exist with OSS engines that are on the market. Unless your engine is some major tech breakthrough to showcase new algos, in that case writing games is not required - demos are enough today
had they ported to something like Unity infrastructure, there would have been no problem.
BTW, does EA have some infrastructure engine? I know they have this Frostbite mammoth ...but it doesn't appear to be flexible enough. It seems EA is losing the evolutionary race. Just like Blizzard.
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Anonymous2020-06-16 16:12
I don't understand this mentality: "Lets reinvent the wheel for every game by writing another buggy engine that will have the optimization of indie engines". If you want to A.Write game engines: write them or libraries. B.Create games: use the tools and libraries provided. The separation of labor and reuse of code make the software industry possible. Imagine if every autist wrote his own OS, libraries and frameworks just to create a single app.