Page 1 of 2 12 LastLast
Results 1 to 10 of 13

Thread: TTimo Announces Experimental Framework For New Games

  1. #1
    Join Date
    Jan 2007
    Posts
    13,424

    Default TTimo Announces Experimental Framework For New Games

    Phoronix: TTimo Announces Experimental Framework For New Games

    Timothree Besset, perhaps better known amongst Linux gamers as "TTimo" and the former main "Linux guy" at id Software, has announced es_core. The purpose of es_core is to provide an experimental framework for low-latency, high-FPS multi-player games...

    http://www.phoronix.com/vr.php?view=MTM3MDU

  2. #2
    Join Date
    Dec 2011
    Posts
    1,932

    Default Why ZeroMQ?

    Why ZeroMQ?
    Isn't that for distributed applications over network?
    Wouldn't that incur overhead when run local and for IPC?

  3. #3
    Join Date
    Feb 2012
    Location
    Kingston, Jamaica
    Posts
    279

    Default

    Quote Originally Posted by uid313 View Post
    Why ZeroMQ?
    Isn't that for distributed applications over network?
    Wouldn't that incur overhead when run local and for IPC?
    No .

  4. #4
    Join Date
    Mar 2011
    Posts
    32

    Talking

    Hallelujah! An id guy finally gets it! Quake3 was the last decent thing they made. Yeah, Doom3 may run just great now, but 10 years ago it was slow laggy choppy crap. Games should be rock solid 60fps or higher. If the shiny junk and the shadows can't be rendered lightning fast, leave them out.

  5. #5
    Join Date
    Nov 2007
    Posts
    1,024

    Default

    The obvious question to answer once this matures some more is, "is it reasonable to actually build a game on this?" Right now it's like three files with a ton of hard-coded everything and now way to actually build up a world, specify networking synchronization for multiplayer, define game logic, or so on. I don't even see sound support. It's one day old so it's silly to expect more, but as of right now this is news the same that one kid's senior project renderer on GitHub is news: it isn't.

  6. #6
    Join Date
    Sep 2009
    Posts
    116

    Default

    Haven't dug into this yet, but TTimo has the experience to pull this off, and his stated design goals are exactly right. I will be following this project with interest.

  7. #7
    Join Date
    Oct 2011
    Posts
    224

    Default

    Quote Originally Posted by elanthis View Post
    The obvious question to answer once this matures some more is, "is it reasonable to actually build a game on this?" Right now it's like three files with a ton of hard-coded everything and now way to actually build up a world, specify networking synchronization for multiplayer, define game logic, or so on. I don't even see sound support. It's one day old so it's silly to expect more, but as of right now this is news the same that one kid's senior project renderer on GitHub is news: it isn't.
    The main reason it's news is because TTimo is behind it. It has a much better chance of being developed and actually going somewhere.

  8. #8
    Join Date
    May 2013
    Posts
    5

    Default

    Sound like this could be perfect to use by game engines for the Oculus Rift!

    Checkout this lengthy and involved blog post by John Carmack on latency problems in games when it comes to the Oculus Rift:
    http://www.altdevblogaday.com/2013/0...on-strategies/

    Virtual Reality headset for 3D-games like the Oculus Rift are extremely latency sensitive. In fact, the Oculus VR team have already informed the companies making the top commercial game engines and games, as well as graphics card manufacturers, that they seriously need to do everything that they can to reduce latency in games and drivers to make them work gread on VR headsets.

    Posted link to this news article on the Oculus VR developer forums here:
    http://developer.oculusvr.com/forums...hp?f=39&t=1004

  9. #9
    Join Date
    May 2013
    Posts
    5

    Default

    Checkout these involved blog posts by John Carmack and Michael Abrash on the importance on reducing latency for VR headsets like the Oculus Rift:

    http://blogs.valvesoftware.com/abras...-of-ar-and-vr/

    http://www.altdevblogaday.com/2013/0...on-strategies/

  10. #10
    Join Date
    Nov 2007
    Posts
    1,024

    Default

    Quote Originally Posted by n3wu53r View Post
    The main reason it's news is because TTimo is behind it. It has a much better chance of being developed and actually going somewhere.
    "This work is a fun side project for me. I'm only giving it a few hours here and there as time and energy permits. " - TTimo's own words. TTimo is just one of the many thousands of equally-accomplished game developers doing a side project in their spare time, few of which ever turn into anything noteworthy, and it's only interesting news to non-fanboys when those projects _do_ turn into something noteworthy. A number of indie games get their start that way, e.g. how Minecraft was Notch's hobby while he worked at King.com; and he is a _way_ less talented developer than TTimo and didn't get well-known until after Valve's (iirc) blog tweeted about Minecraft, again showing how the name behind a project doesn't mean anything. I'm a bit leery of TTimo's proposed concurrency model given how that model was already the de facto standard and then abandoned in the early years of the XBox360, but then he's designing for a rather specific game model (Quake3-style twitch shooters) which the commercial space has moved on from so he might be on to something interesting for fans of such games. Hopefully this project will get far enough along for us to find out.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •