Game Developer - January 1999.pdf
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Pobierz
JANUARY 1999
G A M E
D E V E L O P E R
M A G A Z I N E
G A M E
P LA N
600 Harrison Street, San Francisco, CA 94107
t:
415.905.2200
f:
415.905.4962
w:
www.gdmag.com
Publisher
Cynthia A. Blair
cblair@mfi.com
EDITORIAL
Editor-in-Chief
Alex Dunne
adunne@sirius.com
Managing Editor
Tor D. Berg
tdberg@sirius.com
Departments Editor
Wesley Hall
whall@sirius.com
Art Director
Laura Pool
lpool@mfi.com
Editor-At-Large
Chris Hecker
checker@d6.com
Contributing Editors
Jeff Lander
jeffl@darwin3d.com
Mel Guymon
mel@surreal.com
Omid Rahmat
omid@compuserve.com
Advisory Board
Hal Barwood
LucasArts
Noah Falstein
The Inspiracy
Brian Hook
id Software
Susan Lee-Merrow
Lucas Learning
Mark Miller
Harmonix
Paul Steed
id Software
Dan Teven
Teven Consulting
Rob Wyatt
DreamWorks Interactive
ADVERTISING SALES
Western Regional Sales Manager
Alicia Langer
alanger@mfi.com
t:
415.905.2156
Eastern Regional Sales Manager
Kim Love
klove@mfi.com
t:
415.905.2175
Sales Associate/Recruitment
Ayrien Houchin
ahouchin@mfi.com
t:
415.905.2788
ADVERTISING PRODUCTION
Vice President Production
Andrew A. Mickus
Advertising Production Coordinator
Dave Perrotti
Reprints
Stella Valdez
t:
916.983.6971
MILLER FREEMAN GAME GROUP MARKETING
Group Marketing Manager
Gabe Zichermann
MarComm Manager
Susan McDonald
Marketing Coordinator
Izora Garcia de Lillard
CIRCULATION
Vice President Cirulation
Jerry M. Okabe
Assistant Circulation Director
Mike Poplardo
Circulation Manager
Stephanie Blake
Circulation Assistant
Kausha Jackson-Crain
Newsstand Analyst
Joyce Gorsuch
INTERNATIONAL LICENSING INFORMATION
Robert J. Abramson and Associates Inc.
President
Libby Abramson
720 Post Road, Scarsdale, New York 10583
t:
914.723.4700
f:
914.723.4722
e:
abramson@prodigy.com
Spielberg Switches
to Panaflex Cameras!
our first reaction to that
headline (besides the obvi-
ous, "What the heck is this
doing in
Game Developer
magazine?" ) should be, "Who cares?"
The answer is: nobody — at least,
nobody who’s not deep in the film busi-
ness, selling or operating cameras. Yet, if
that headline had been "XYZ Games
Switches to the 123 Engine," you’d be
jumping out of your seat, eager to know
why XYZ dropped the famed ABC
Engine for the 123 Engine. Was it
money? Features? Support?
As developers, we’re analogous to the
people in the film business mentioned
above. That is, we actually have some
excuse for caring about the intricacies of
game development, and it’s real news to
us when a developer chooses one tech-
nology over another. We want and need
to know the gory details. Unfortunately,
the sad state of our industry today is
that we’re just as likely to see an engine-
oriented headline in our popular press
as in our technical trade press.
I believe this press focus on game
engines alienates most players.
Moreover, this engine-mania is distract-
ing us from our real job of bringing our
industry out of the garage and develop-
ing it into a mature artistic medium. It’s
easy to see why the press focuses on
game engines in interviews, articles, and
reviews. Writing about technology is
easy, especially when that technology is
conveniently wrapped up in a spiffy
engine name by the developers, some-
times even before the actual game has a
name. It’s much easier to write about
the engine than it is to write about the
actual important features of games, such
as game design, playability, and experi-
ence. The vocabulary is already present
for in-depth discussions of game tech-
nology with our light maps, polygons-
per-second, MIP-mapping, and what
have you. Contrast this with the current
state of the art in vocabulary for game
design and playability: "Uh, was it fun?"
We can’t just blame the press, of
course, because we developers aid and
abet them in their laziness by talking up
a storm about our engines and technol-
Y
4
ogy. We answer their endless questions
about technology instead of getting
them back on track to talking about the
actual game we’re developing. Worst of
all, we put out self-congratulatory press
releases that focus specifically on our
technology and don’t even mention our
games. Again, I believe we do this
because it’s easy to talk about technolo-
gy, whereas we lack the vocabulary to
discuss game design effectively.
Now, I know technology is intimately
related to game design — especially at
this early point in our industry’s maturi-
ty — and I don’t think we should com-
pletely avoid "talking tech" for our hard-
core fans. However, when the first
question out of the interviewer’s mouth
is "What engine does the game use?" we
have a problem.
I love game technology as much as
the next developer, but I realize that the
game press is going to follow our lead
when it comes to discussing our games.
We can steer interviewers away from the
easy techno-centric questions and back
to how the game will play and what
experiences the player will have while
playing. We
are
differentiating on non-
technology features, right?
The idea that we need to develop a
vocabulary for game design is not mine.
Doug Church from Looking Glass
Technologies has lectured on the topic
at the CGDC (now the GDC), and I
believe the concept is mentioned as far
back as Chris Crawford’s
The Art of
Computer Game Design.
I’d like
Game
Developer
to provide a forum for creating
this vocabulary, and if you’ve got ideas
on the topic, or if your company’s game
designers have their own language that
they use to communicate, we’re inter-
ested in hearing about it.
s
Chris Hecker, Editor-At-Large
Miller
& Media publication
Freeman
A United News
Chairman-Miller Freeman Inc.
| Marshall W. Freeman
President/COO
| Donald A. Pazour
Senior Vice President/CFO
| Warren “Andy” Ambrose
Senior Vice Presidents
| H. Ted Bahr, Darrell Denny
Galen A. Poss, Wini D. Ragus, Regina Starr
Ridley, Andrew A. Mickus, Jerry M. Okabe
Vice President/SD Show Group
| KoAnn Vikören
Senior Vice President/Systems and Software
Division
| Regina Ridley
BPA International Membership
Applied for March 1998
G A M E
D E V E L O P E R
JANUARY 1999
www.gdmag.com
S AY S
YO U
pipeline stalls.
• Use simple instructions.
• Follow the branch prediction algorithm.
• Schedule floating-point code to improve throughput.
Your desire to analyze the micro-op flow of Pentium II code may be
valid, but it’s unfair to blame VTune for not letting you do it. VTune
relies on the event counters that are built into the processors for this
level of analysis, and the Pentium II doesn’t count anything but micro-
ops retired. If there are undocumented counters in the Pentium II, then
be upset with the Pentium II, not the profiler.
VTune 3.0 Debated
n the October 1998 issue of
Game Developer,
Dan Teven’s
review calls Intel’s VTune 3.0 “a mandatory upgrade” from
version 2.5. I say it’s lame and inexcusable. Here’s why:
VTune 2.5 is an excellent tool for optimizing Pentium MMX
assembly code. It flags your pipeline stalls and explains the
quirky details that derail instruction pairing. In blended CPU
mode, it also warns you of lethal Pentium II glitches — code
that runs perfectly well on a Pentium MMX, but brings a
Pentium II to its knees. Other than flagging these elementary
flaws, VTune 2.5 has little to say about how your code actually
performs on a Pentium II. All it can show is whether or not the
instruction decoder is choking on micro-ops.
With VTune 3.0, Intel had an opportunity to build a tool
that would enable programmers to analyze the micro-op
pipeline flow of Pentium II code. Instead, they lavished their
efforts on redesigning their Gratuitous User Interface into
something resembling a web browser. Question for Intel: I’ve
already got a clumsy web browser and a monolithic IDE hog-
ging too much screen space; am I supposed to buy a second
monitor just for you?
To make matters worse, Intel chose to drop the blended CPU
mode from VTune 3.0, which limits its analysis to just one
CPU at a time. This forces you to switch back and forth
between modes to make sure that an optimization for one CPU
doesn’t clobber another. VTune’s worst offense, however, is
the misleading way it assigns sampling percentages to assem-
bly language instructions that have absolutely nothing to do
with the event that is being monitored. What we really want
to know is which micro-op, generated by what instruction,
triggered the event in question. Intel, however, would prefer
not to discuss micro-ops with developers — they’ve actually
censored the original Pentium Pro micro-op documentation,
and refuse to update the Pentium II docs to fill in the gaps.
The Pentium II is theoretically capable of executing three
micro-ops per CPU cycle — essentially 50 percent more through-
put than the Pentium MMX. This level of performance can only
be achieved, however, by careful analysis of micro-op scheduling
and execution port utilization in critical inner loops (not to men-
tion cache misses and branch mispredictions). Rather than assist-
ing developers in this effort, Intel has maintained a wall of misin-
formation that obscures what’s really happening inside your
code. VTune 3.0 does nothing to breach this wall.
Lee Powell
Machine Code Systems
via e-mail
I
Financing Creativity
read Alex Dunne’s September editoral on the “Sundance
Festival” for video games with some interest. The problem:
It’s not particularly difficult to get companies such as MGM
Interactive, Activision, Interplay, or Sony to look at game
demos, designs, and prototypes. What’s difficult is getting
money for anything remotely creative, and this is where we’ve
failed miserably. Whether we ask for $500,000 or $100,000 in
funding, the answer is always no. Fortunately, magazines such
as
Next Generation
and game players themselves seem to dis-
agree with their views on the subject, but that hasn’t brought
us any closer to discovery.
I suspect that the reason we have had such trouble is that
game suits are a scared bunch. The dirtiest secret of this indus-
try is that 34 out of 35 games lose money, and that only 1 in
140 hit it big. These odds make Las Vegas slot machines look
like an attractive investment. Dodging all risks, suits follow a
strategy similar to the music industry’s, and chase last year’s
hits: year after year after year. Ask yourself which is a sounder
investment: one 20 million dollar D
OOM
clone championed by
a bunch of disgruntled id employees, or 80 $250,000 “art flick”
games by 80 different unknowns and semi-unknowns?
Me? I’m a firm believer that the video game market is
becoming as efficient as the stock market — it’s increasingly
difficult to get something for nothing. The game suits simply
cannot
a priori
pick the hits, and they should give up trying to
do so, diversify their development portfolios, and wait for the
hits to emerge rather than try to predict them. Such a strategy
couldn’t work any less well than what we’re currently seeing.
Scott LeGrand
via e-mail
I
6
CORRECTIONS FOR NOVEMBER:
The following equations appeared incorrectly in Andrew
Flavell’s “Run Time MIP-Map Filtering” in the November
issue of
Game Developer.
Apologies for any inconvenience.
u
y
=
Z
.
dUOverZdY
−
UOverZ
.
dOneOverZdY e
−
ay
=
Z
2
Z
2
Z
.
dOverZdY
−
VOverZ
.
dOneOverZdY f
−
by
v
y
=
=
Z
2
Z
2
1
max(
x
l
,
y
l
)
Z
2
T E V E N R E S P O N D S :
I should have noticed that Intel dropped the
blended CPU analysis mode, and I hope they bring it back. I haven’t
changed my opinion, however. The improvements in VTune 3.0 are
an order of magnitude more important than this small loss.
The VTune 3.0 CD contains the Pentium Pro family documentation,
including the Intel Architecture Optimizations Manual and the three-
volume IA Software Developer’s Manual. These references talk quite
a bit about micro-ops. They also contain Intel’s recommendations for
writing “blended code,” which I will pass along:
• Important code entry points, such as a mispredicted label or an
interrupt function, should be aligned on 16-byte boundaries.
• Avoid partial stalls.
• Schedule to remove address generation interlock and other
G A M E
D E V E L O P E R
JANUARY 1999
Eq. 12
Eq. 13
Compression
=
where
x
l
=
(
c
+
ay
)
2
+
(
d
+
by
)
2
y
l
=
(
e
−
ax
)
2
−
(
f
−
bx
)
2
Eq. 20
http://www.gdmag.com
New Products:
The new Miles Sound
System 5.0, Rhinoceros does NURBS,
and Roger Wilco comes in loud and
clear.
p. 9
Industry Watch:
Wars and profits,
plus Mark Miller’s report from Project
Bar-B-Que
pp. 10-13
Product Reviews:
Okino’s PolyTrans
News from the World of Game Development
and MultiGen’s Creator
pp. 14-18
New Products
by Wesley Hall
The New Miles 5.0 is Out
RAD GAME TOOLS
has once again done
a major feature-upgrade on the vener-
able Miles Sound System, the all-
inclusive audio tool for developers.
The 5.0 version of the Miles Sound
System has a ton of new features, but
the big ones are MPEG Layer-3 sup-
port, a high-level 3D audio API, and a
new digital sub-system. The Miles 5.0
MP3 support includes the abilities to
decompress data from your sound
mixer, to stream massive MP3 sound
files off of your hard drive or CD-
ROM, and to play MP3 compressed
instruments in DLS files. With Miles’s
3D audio API, your game will support
all of the commom 3D technologies,
such as DirectSound3D software and
hardware, Aureal’s A3D, Creative’s
EAX, and Intel’s RSX. You can switch
between any of the technologies at
runtime, or load multiple technolo-
gies at once. Further, future 3D
providers can be dropped into your
game without source code changes
because the 3D technologies are
abstracted from Miles’s API. The API
also allows you to perform 3D sample
sub-block looping. The new digital
subsystem allows Miles to use its own
mixer even when running under
DirectSound, and also includes MMX
optimizations that have been added
to the digital mixer subsystem.
The Miles Sound System SDK is
available for DOS, Windows 3.x,
Win32s, Windows 95, and Windows
NT. The Miles Sound System SDK is
licensed on a per-product or per-site
basis with no royalties. Single product
licenses start at $3,000.
s
RAD Game Tools Inc.
Kirkland, Wash.
(425) 893-4300
http://www.radgametools.com
95/98/NT. No special graphics soft-
ware is required, although Rhino is
compatible with a wide variety of 2D
and 3D file formats. It retails for $795.
s
Robert McNeel & Associates
Seattle, Wash.
(206) 545-7000
http://www.rhino3d.com
Online Radio Chatter
RESOUNDING TECHNOLOGY INC.
just
debuted Roger Wilco, a stand-alone
application that allows online game
players to talk to each other while
playing their favorite multiplayer
games such as Q
UAKE
II, D
IABLO
, and
S
TAR
C
RAFT
.
Roger Wilco is a companion tech-
nology that enables players to actual-
ly talk to each other instead of typing
messages. In its initial release, Roger
Wilco supports up to four players
without requiring a dedicated server.
It will support ten in the near future.
Players can now communicate with-
out interupting game play. When
other players speak, their transmis-
sions are mixed with the game audio.
Unlike Internet phone programs,
Roger Wilco is designed specifically
for running alongside multiplayer
online games without requiring an
additional soundcard.
Roger Wilco works with most
Windows 95/98 games that use
DirectSound. It requires a microphone
and a soundcard capable of full-
duplex audio. It also requires a
Pentium 166 or better processor, 2MB
disk space and at least a 28.8K
modem. Roger Wilco is currently in
beta test. A free "technology preview"
is immediately available for download
from Resounding’s web site.
s
Resounding Technology Inc.
Cambridge, Mass.
(512) 248-9344
http://www.resounding.com
9
Rhino NURBS
ROBERT MCNEEL & ASSOCIATES
just
unleashed Rhinoceros (Rhino), the first
full-power NURBS (non-uniform ratio-
nal B-spline) modeler for Windows.
Rhino is a conceptual design and
modeling tool that allows you to cre-
ate objects that are smooth NURBS
surfaces rather than line segments or
polgon meshes. In the past, this tech-
nology was only available on high-
end workstations. Organic effects are
now much more accessible. You can
play in a free-form world as you
create and edit curves, surfaces, solids,
meshes, and (of course) 3D models.
Rhino also integrates solids (surfaces
joined together at their edges) and
surface modeling so that solids can be
exploded into surfaces, edited, and
then joined together again. Spline-
based models created in Rhino can be
used in most rendering and anima-
tion products, including 3D Studio
MAX, Softimage, and LightWave 3D.
Rhino runs on a system with a
Pentium processor, 32MB RAM, and
15MB disk space under Windows
Ocean Quigley modeled this rhino
using Rhinoceros, and then rendered
it in 3D Studio MAX.
h t t p : / / w w w. g d m a g . c o m
JANUARY 1999
G A M E
D E V E L O P E R
BIT BLASTS - INDUSTRY WATCH
Industry Watch
by Alex Dunne
THANKS TO SOME RECENT RULINGS
in
the litigation between Creative Labs and
Aureal Semiconductor, this case is going
to trial. First, the court rejected Aureal’s
motion for summary judgment, reject-
ing Aureal’s limited interpretation of
Creative’s patent on a “Digital Sampling
Instrument Employing Cache-Memory.”
In the second ruling, the court rejected
Creative Labs’ motion for a preliminary
injunction against Aureal. Aureal argued
that a preliminary injunction prohibit-
ing the sale of their Vortex chips would
essentially force the company to close,
and the court ruled felt that such action
would be too severe in the event that
Aureal eventually emerged victorious
from the trial. In other words, in this
trial Aureal has much more to lose than
Creative Labs has to gain.
10
CALENDAR
January 4-8, 1999
MacWorld Expo 99
Moscone Center
San Francisco, CA USA
Cost: $45 expo only, $345 and
up for conference.
http://www.macworldexpo.com
UPCOMING EVENTS
GT INTERACTIVE ACQUIRED ONEZERO
MEDIA,
a two-year-old company which
produces the TV show The Wild Wild
Web and its accompanying web site,
http://www.getwild.com.
GTI was
impressed with OZM’s success in creat-
ing the cross-media franchise, and said
that the purchase of OZM will further its
growth strategy by "providing an estab-
lished platform for e-commerce and for
promoting new entertainment products
and content." OZM will operate as a
wholly owned subsidiary of GTI.
OneZero Media’s web site and accom-
panying television show attracted the
interest of Ron Chaimowitz.
lish S
ID
M
EIER
’
S
G
ETTYSBURG
! and S
ID
M
EIER
’
S
A
LPHA
C
ENTAURI
.
ACCLAIM ENTERTAINMENT REPORTED
their 1998 fiscal year results, which
ended August 31, 1998. The company
saw net revenues of $326.6 million
compared with $165.4 million in the
prior year, resulting in a profit of $20.7
million. During the fiscal year, Acclaim
published ten titles that sold over $10
million each, F
ORSAKEN
, T
UROK
:
D
INAOSAUR
H
UNTER
, R
IVEN
, and WWF
W
ARZONE
, among others.
MICROSOFT MADE AN UNDISCLOSED
minority investment in online game
developer VR-1, the company that
developed F
IGHTER
A
CE
for the MSN
Gaming Zone. Not too long ago, VR-1
agreed to develop a pair of games exclu-
sively for America Online, and while
the full terms of the deal weren’t dis-
closed, we know that the investment
will not affect VR-1’s ability to work
with other partners, and that Microsoft
won’t take a seat on the VR-1 board.
January 7-10, 1999
1999 CES
Las Vegas Convention Center,
Sands Expo & Convention
Center, Las
Vegas Hilton, Alexis Park Hotel
Las Vegas, NV
Cost: $75
http://www.cesweb.org
MIDWAY PROFITS UP.
Midway report-
ed that for its fiscal quarter ending
September 30, 1998, its revenues were
more than 21 percent higher than last
year, amounting to $89.3 million. Net
income rose to $9.8 million, compared
to last year’s $7.2 million. Mirroring the
pickup in console sales and slowdown
in the arcade business, Midway’s next
generation video game revenues
increased 106 percent and its coin-oper-
ated video game revenues for the quar-
ter decreased over 40 percent over the
previous year, to $19.6 million.
ELECTRONIC ARTS EXTENDED
its pub-
lishing agreement with Sid Meier’s com-
pany, Firaxis. EA said that it will publish
up to two more as yet unannounced
Firaxis games. The original agreement,
announced in 1996, allowed EA to pub-
February 9-12, 1999
Milia 99
Palais des Festivals
Cannes, France
Cost: $655
http://www.reedmidem.
milia.com
WITH THE STAR WARS PREQUEL DUE
OUT
on the silver screen shortly,
Nintendo scored a sizable victory over
rivals Sony and Sega by announcing
that it has exclusive console rights to
LucasArts’ next three games. The five-
year, worldwide agreement includes S
TAR
W
ARS
: R
OGUE
S
QUANDRON
(slated for
release by Christmas 1998) plus two
upcoming games based on George
Lucas’ next feature film,
Star Wars:
Episode I: The Phantom Menace.
h t t p : / / w w w. g d m a g . c o m
February 17-20, 1999
TED 9
Monterey Convention Center
Monterey, CA
Cost: $2250
http://www.ted.com
Acclaim’s fourth quarter was highlight-
ed by the success of WWF W
ARZONE
.
G A M E
D E V E L O P E R
JANUARY 1999
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