Tuesday, October 23, 2007

Menstruation Delayed For 56 Days

Genesis of Oversteer Oversteer

As a child, playing with the first game for the legendary Commodore 64, I dreamed of becoming a game programmer, then the cases of life and environmental conditions (low sw-house distribution of video games in Italy), led to deal with boring business software. But I continue to cultivate this passion and chase this dream. So far they have managed to achieve only incomplete demo, but from the Microsoft XNA framework I started to believe in the possibility of creating a "garage game".
This library allows the programmer to focus on the amateur specific aspects of your game, avoid spending time putting up the infrastructure, just think of the ease of importing graphics and sound files allowed by the Content Pipeline. Also I have been fascinated by the idea of \u200b\u200bbeing able to schedule a next-generation consoles like Xbox 360 and it is amazing how easily you can deploy and debug a project on the X360. The main objection that many people make is that the use of an interpreted language such as C # is a limit to performance, but in fact the largest computational load in the modern game you have for graphics and this is now almost entirely drawn from the GPU via shaders, so C # is no longer a big problem. For me, that I came from years of programming C and C + +, C # was a discovery pleasant, really construct a very powerful and convenient as the region, the delegates also allows you to use threads so easy, this is a card winner of the XNA framework because all the new CPUs are multicore (XGPU can process the 6 hardware threads simultaneously). A further push towards the choice of XNA came to learn that, in early 2008, Microsoft will launch a YouTube-like site, which will serve as a showcase for amateur games created with XNA. I think it's important to have a minimum visibility for your game, also the best video games published by Microsoft itself will be on XBox360 Live Arcade Marketplace. Also with version 2.0 of XNA, which is available at Christmas, it will also support multiplayer network, making it really completes the platform.
Choosing the technology, I had to decide the type of game to be created, I have decided to make a game that I would have liked to play, rather than deciding based on commercial grounds and fashions. Have always been fond of car racing and F1, and my favorite video games are always been the driving simulators and therefore the choice fell on this type. Also because there were some good examples of games created by amateur projects of one to two people and become a commercial reality: see example of Italian or the Dutch Netke Live for Speed, the game you intend to inspire me, however, is R- Factor, for its versatility and modifiability. Other sources of inspiration were the driving realism of Forza Motorsport 2 and clean graphics and lighting of Gran Turismo 4 and 5. It 'clear that for an amateur project is impossible to reach the technical level of the games mentioned as well as implement all their features. So I decided to focus on a subset Feature of that for me are the essence of a driving simulator: a photo-realistic graphics and physics very realistic. Much of the preparatory work for this game was to study the dynamics of the vehicle: I bought 3 different books, including the "Bible" of the race engineers, "Racecar Vehicle Dynamics" by Milliken & Milliken.

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