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Latest Comments by STiAT
Nvidia hosted a Vulkan Developers Day which sounds awesome
22 January 2016 at 1:59 pm UTC

Too much speculation here. I see it the positive way, NVidia tries to push Vulkan by doing Events like this for developers getting them closer to Vulkan, away from DX12. One of the main reasons we have so many D3D games is, that developers are familiar with it, and are not with OpenGL, especially for which things to use which methods and functions for optimal performance.

Extensions are not by any mean a bad thing, rather the opposite. It gives you the opportunity to tweak more, and it's up to the hardware vendors to support certain extensions. I didn't expect the end result to be 100 % hardware agnostic except for the base API, and it's pretty much up to the game developers which optimizations of which vendor they support. As long as they keep the extensions optional for their games and engines, I see no reason why they shouldn't use them to make their games shine even more if they want to do the additional work for it.

Feral Interactive are teasing a new Linux port on their radar
19 January 2016 at 11:48 pm UTC

TW3. The #1 pearl of this years gaming market :D.

Superpowers, a HTML5 development environment for 2D & 3D games now open source
18 January 2016 at 11:54 pm UTC

Wouldn't be a target engine of my choice, but a lot of platformer-developers will like this move.

Nvidia talk Vulkan in a developer blog post, they say Vulkan supplements OpenGL
15 January 2016 at 11:02 pm UTC Likes: 1

OpenGL will still provide a lot of applications with 3d acceleration where it's not that important, as they perfectly well state in example in Window Managers - that's a direct hint. The benefit of Vulkan backends is questionable to the amount of work required for Window Managers. Even just having one OpenGL context, it's pretty much enough for a lot of use cases (going to two threads in the backend anyway, but ok, they left that fact out, but it's just one rendering thread, that's true).

So OpenGL is here to stay. Vulkan has just a different audience, and NVidia is here to say that OpenGL will live on.

What's really cool is this one:
QuoteFurthermore we leverage our industry leading OpenGL driver and allow you to run Vulkan inside an OpenGL context and presenting Vulkan Images within it. This allows you to use your favorite windowing and user-interface libraries and some of our samples will make use of it to compare OpenGL and Vulkan seamlessly.

Will be very interesting how this will be implemented, since it hints to making the window managers believe they have a gl context there, properly updating it while it's actually vulkan doing it. No idea how they want to achieve that, but it sounds interesting.

Medieval II: Total War Collection released for Linux & SteamOS
15 January 2016 at 1:23 am UTC

Don't know if it will be a game for me yet. But it sounds promising. Bought it, downloading, maybe will get some hours on the weekend to try.

GOL Asks: What have you been playing recently?
9 January 2016 at 10:53 pm UTC

GRID Autosport pretty much got me since i bought this wheel and pedals :p...

Review: Bound By Flame on Linux
8 January 2016 at 12:11 am UTC

I've played it through several times, using different options. It's not that much of a difference, but it gets more or less challenging by the choices you make.

I really enjoyed it, and it is certainly worth the money (I got it on a sale, so it was a steal, but it would be worth the full price and more). I didn't have high hopes in the beginning, but it turned out to be a sometimes strange, but really funny game. Interesting is the difficulty, the end boss scaling pretty bad to the rest of the encounters, being incredible difficult compared to the rest.

I hope we see another game of this developer. The game certainly had it's flaws, but was a huge amount of fun too.

Planetary Annihilation: The journey of a Kickstarter
8 January 2016 at 12:03 am UTC

Actually, the first kickstarter which disappointed me. I still have two out there which could, but this one certainly was the first.

I repsect what they tried, and it really could have been a great title. Sadly, it didn't fit the standards for a good gameplay for me either, and still feels a little unfinished to me when playing it.

It was not a huge budget for at title like this (the rather opposite, a low goal), and I did doubt it in the beginning. They really had high bars on this one. I'd have expected them to at least need 6m to make a title like this actually work well for me, and we'll never know where it would have been that they hit the mark where I'd say it's a good game. It's in my opinion pretty impressive what they achieved with the kind of budget they had.

Their mistake was to put in too huge features for such a small budget. Hopefully they'll learn out of this, I can spare the few bucks for their training on how to properly plan the financing of a product.

FNA, the open source reimplementation of Microsoft's XNA first official release
31 December 2015 at 5:34 am UTC

Great project. I hope we'll see some ports being able to make use of the technology, especially smaller indie studios.

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