In the storm of Doom-Quake mania of the mid 90s there was Chasm: The Rift by a small Ukrainian company Action Forms. And if memory serves me right, it was created in Turbo Pascal. It was late in development and came out in 1997 after Quake, so it didn't get much traction. But the engine, though pretty limited, could produce 3D enemies with interesting effects not found even in Quake.
So Turbo Pascal (with a whole bunch of x86 asm inclusions) was totally capable of producing Quake-level games. I myself, in the late 90s, discovered the hidden capacities when I learned x86 assembly from Peter Abel's book. Once I got rid of the primitive TP BGI library and switched to VGA 13h, it was an unbelievable level up in abilities to manipulate pixels on the screen!
I might be misremembering but I thought it was more of a Doom-style engine with 3d models instead of sprites for the entities, rather than a full 3d engine like Quake.
It was definitely something unorthodox - I remember being confused about how it actually worked.
The first time I played, I thought "It is just like Quake". Then you start to notice that the levels are pretty limited - it is all narrow corridors with rare small chambers and open spaces, no steep elevation changes, no rooms above rooms... Kinda like Doom. But then, father's examination shows sloped surfaces, shelves and bridges - stuff the Doom engine can't do.
Maybe, for level geometry, it is closer to portal rendering engines like Build. Still looks pretty claustrophobic even compared to Doom and Duke Nukem 3D. I feel the Chasm level designers could've got more variety from that technology, but again, maybe that was some fundamental limitation. Or maybe it is just like FPS were designed in the mid 90s.
Monsters, items and weapons are fully 3D, though. With dynamic lighting!
But art is also going to be severely disrupted by AI, since AI companies have stolen all the art and music on the Internet and now are essentially remixing plagiarized content as new art and calling it progress.
Yeah for some digital art I've seen that for 2d. things like concept art is maybe not great or comics.
Has Ai been successful at 3d models? Like a high detail 3d sculpt would use 10 million polygons. It hasn't been able to do animations in 2d or 3d either.
Handcrafting a new version of Collider.JAM (http://collider.land/) - a JavaScript framework for rapid game prototyping. Ludum Dare 59 is coming, and any coding samurai needs to sharpen their katana. And Ludum Dare is a perfect excuse to do just that.
IMHO, Ludum Dare is The Jam for many reasons and it is a pity that it's slowly fading away (the last Mike Kasprzak's post explains some of the challenges https://ldjam.com/events/ludum-dare/59/$424396/ludum-dare-59...). It looks like we don't have many events left in the pipeline, and this one will be a nice opportunity to participate and still enjoy the sunset of the era and the vibes of the awesome community.
However, to be fair, Desert Storm hasn't resulted in regime change. The Coalition bombed the shit out of the Iraqi army, but never committed to the ground operation deep inside Iraq. And Saddam's regime survived until the next war.
That alone hints that it is very hard to bring a dictatorship down with just aerial attacks - the ground component is also essential. Something tells me it is going to be the same here.
Only a land operation or a total collapse of the government, with the armed police and military joining the opposition, can topple the Iranian regime.
> That alone hints that it is very hard to bring a dictatorship down with just aerial attacks.
This has been painfully obvious since aerial bombing became possible, but we’ve had so many generals and executives obsessed with the concept that it continues to be a core doctrine, like Kissinger and Curtis LeMay, neither of for whom I have anything but deep contempt.
Yes, Descent II OST is on a totally different level compared to the MIDI-only Descent I soundtrack. And by famous musicians to boot - like Type O Negative and Ogre of Skinny Puppy, who created my favorite "Glut" and "Ratzez" tracks. It was the time when games became big enough to bring popular musicians aboard for the soundtrack, Quake with Trent Reznor being a perfect example.
Also, the series was followed by Descent Freespace I/II, leaving a significant impact on the genre of space shooters. Though there are completely different games that have nothing to do with the original series.
Awesome! Brings me back into my teenage years when I was rewatching the movie on VHS hundreds of times, especially the cyberspace surfing sequences - all covered by the epic soundtrack. Orbital still sounds fresh in my ears after all these years.
I was also so inspired by this Gibson supercomputer interface when I created my little game prototype for js13k games contest 10 years ago:
Now I think I should've used flight mechanics like in flight simulators instead of walking, but the cyberspace and viruses are still there. Maybe I will refresh it one day to give a more Hacker-like ambient flight feeling.
People should also stop using terminal emulators. It is pretty silly to base software around ancient printing terminals. Everyone knows for a fact that only tech illiterates use a console instead of a GUI. Since all great devs use a GUI. Just a fact.
Also, people should stop playing 2D games. It is pretty silly to base your entertainment on ancient technology when modern GPUs can render super-complex 3D scenes.
And don't make me start on people who still buy vinyl...
Current GPU's can't compete with my brain 'rendering' a Slash'em/Nethack scene with my pet cat while I kick ass some foes with my Doppleganger Monk full of Wuxia/Dragon Ball/Magical Kung Fu techniques.
Honestly hard to disagree with your first point even though it's sarcasm.
It's still quite easy to end up with a terminal you need to reset your way out of (eg with a misguided cat), not to mention annoying term mismatches when using remix/screen over SSH, across OSes, or (and this is self inflicted) in containers.
For UI there exists a straight up superior alternative, which keeps all of the benefits of the old solution. Neovim is just straight up better when used outside of a terminal emulator.
What is true for TUI vs. GUI is not true for CLI vs. GUI (or TUI for that matter) pretending the argument I made applies to the later is just dishonest. You can not replace CLI interfaces adequately by GUI or TUI interfaces, you can totally replace TUI Interfaces by GUI. See neovim as an example. It is superior software when used outside of the terminal.
>Maybe on paper. But the snappy low-latency feel of TUI apps in the terminal is a joy, and unequaled in GUIs.
This is not true at all. Terminal emulators are GUIs, the TUI is just another layer on top of that GUI. Using a TUI will always introduces additional latency, depending on the quality of the terminal emulator.
I do not know what GUIs or TUIs you are using, but my KDE Apps are all extremely snappy.
Yet another klunge in the ivory tower of software bloat. It is like all existing software is gravitating towards a single point of singularity, with all existing platforms merging into an incomprehensible black hole, sucking the whole of humanity with it.
There was no real point in WSL in the first place, except for desperate attempts by Microsoft to stay relevant in the cloud age. To take two huge and very different systems with all their bugs and idiosyncrasies, merge them (creating even more bugs and idiosyncrasies along the way), and call it progress? I call it insanity. Only now with FreeBSD.
So Micro$oft is a customer-oriented company now? Haven't heard such a good joke in a while.
Microsoft, being a monopoly, hardly cares about customers, especially about closing some imaginary "gaps". What they care about is preserving their dominant or monopoly position wherever they can, since in the last 25+ years, they lost so badly so many times, they shifted from "owning" the whole industry to being a monopoly in particular segments. They are basically repeating the path of IBM from being the industry to being irrelevant and struggling desperately to stop that inevitable process.
If Microsoft had listened to its customers, it would never have neglected and killed Skype, it would have continued to support XNA, so adored by the indie game devs, it would never have closed Arkane Austin and Ghostwire studios, it would have never preinstalled spyware with every single Windows installation... But Microsoft hardly cares.
And I've seen Microsoft buying companies and killing their products despite active communities over and over again. A blatant breach of antitrust laws that Microsoft somehow managed to get away with.
Ton is a legend and a personal hero of mine. He is a great innovator and an open-source superstar who disrupted the entire industry, traditionally dominated by big corporations.
The entire Blender story is captivating - from modeler and raytracer prototypes on Amiga to the Internet bubble startup to the famous crowdfunding campaign to free Blender... It is a story that deserves a movie.
For anyone interested in open-source history who is not familiar with the Blender story, I would highly recommend Ton's interview with Blender Guru, where he reflects on his journey - https://www.youtube.com/watch?v=qJEWOTZnFeg&t=1523s
So Turbo Pascal (with a whole bunch of x86 asm inclusions) was totally capable of producing Quake-level games. I myself, in the late 90s, discovered the hidden capacities when I learned x86 assembly from Peter Abel's book. Once I got rid of the primitive TP BGI library and switched to VGA 13h, it was an unbelievable level up in abilities to manipulate pixels on the screen!