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Open RBR IRC Developer Chat on 3DNet (#rbr) 
(unedited version)
Organizer: Boatrocker.com
Date: Thursday, May 21, 1998
Visitors: Stephen Bahl, John Faulkenbury, Rob Heironimus, Stephen 
Palmer, Randy Pitchford, Billy Zelsnack

The chat started at around 7PM CST, and lasted 
until roughly 8:45. The chat format started out as 
a short moderated specific question session, and 
then moved on to free form chat.

Nicks:
Stephen Bahl: deepstrik
John Faulkenbury: MockinBRD
Rob Heironimus: Booth
Stephen Palmer: Reichert
Randy Pitchford: DuvMagic
Billy Zelsnack: ratio
---------------------------------------------------

<Jobe> first off, I'd like to welcome the you guys to the first major RBR interview on IRC, brought together by Boatrocker.com. Thanks for coming you guys, you rock
<Jobe> I guess we'll let the RBR guys go down the line and introduce themselves
* Reichert nudges booth
<Jobe> booooooooooth :)
<Reichert> he's got stage fright
<Jobe> heheh
* MockinBRD just shoots him.
<Booth> sorry
<deepstrik> un, hi....im an artust.....du...
<Booth> my name's Rob and I'm a chronic level designer
*** Bred (mlandy@sd-ppp-345.abac.net) has joined #rbr
<DuvMagic> I'm Randy Pitchford...  Designer
<Reichert> i'm reichert.  i don't have a real name.  i'm a level designer
<MockinBRD> I'm John Faulkenbury, game programmer.
<deepstrik> stephen, cave man artist....
<DuvMagic> Later, we'll be joined by Billy Zelsnack, engine Jedi
<DuvMagic> Not with us is Dirk Jones, artist, James Storey, artist, Brian Martel, artist...
<DuvMagic> Perhaps Bahl can convince Landon to jump in..
<deepstrik> he is here
<Jobe> now we're gonna start in on the questions
*** HellBring (hbringer@armanet.com) has joined #rbr
<deepstrik> Landon is here looking over my shoulder....
<DuvMagic> Okay, so Landon's with us too...He does some of the dope models and animation you'll see in the game.
<Reichert> though he hasn't modeled any dope yet
<Jobe> first question's gonna be from Quad-NrG
<Jobe> <QuaD-NrG> yo RBR p33ps: I am a game developer(sorta). I was wondering about wether i should use java or c++. i know more c++, but sum of use linux. i don't have linux yet and don't wanna miss all the winblow users. wha should i do?
<Jobe> John Faulkenbury will be taking this one
<MockinBRD> The choice of what language to use is mostly a 'fitness to purpose' question... depending on what you're doing, one language may (may!) be superior to another.  C++ and Java are both 'derived' from C, but Java does a cleaner job of implementing an object oriented style.  If the choice really were given to me, it would be between **C** and Java, C++ is a half-breed bastard child. (Bjarne should be dragged into the street and shot.  Long live K+R!)
<DuvMagic> Heh
*** dweomer (dweomer@houri.planetquake.com) has joined #rbr
*** G_Rain (GothicRain@204.210.170.57) has joined #rbr
*** Carlos (kenwood@200.19.106.74) has joined #rbr
<DuvMagic> If you want to be the pimp mod author for Prax War, and the future id products, Java is the way to go...
<Leviticus>  Message questions to Jobe
<DuvMagic> Others will follow suit.
<MockinBRD> As well, most of the 'speed' issues that people complain about with Java are not really an issue (i.e. you could even write, say, a first person shooter with it. ;)
*** Leviticus sets mode: +o dweomer
<MockinBRD> For our title, Java is the _only_ way to go, as a matter of fact.
*** Oasis[PTH (human@205.138.184.101) has joined #rbr
<Jobe> <Hanif> are there gonna be any utils released with the game? if so what are they? like id has a level editor and sined.. and unreal comes with the unrealed beta.. what is praxwar coming with?
<MockinBRD> We are releasing the internal pieces of the engine that will allow simple building of editors, utils, etc... but we are not releasing 'an editor' as such.  It is the position of the company (i.e. Billy ;) that a 'sanctioned' editor tends to stifle the creation of more interesting editors, et al, than we could hope to do... each one fitted to a different purpose.  For example, there were Quake editors that would do anything from wacky geometry stuff to floor
<DuvMagic> We dig id's style...We'll release specs and code up the wazoo and see what people do with it.
<MockinBRD> BUT... using the modules that we give out, you'll EASILY (and I mean like 10 lines of code easy) be able to have an editor running, all in Java. ;)
*** ratio (billy@206.242.193.137) has joined #rbr
<DuvMagic> As opposed to forcing our tools on the public...
*** Reichert sets mode: +o ratio
<DuvMagic> Billy!
<Jobe> Ladies and gentleman, Billy Zelsnack, Lead Programming Jedi Knight at RBR
<ratio> ok, what the hell is going on.
<DuvMagic> Heh
<Jobe> some sort of interview thing...
* DuvMagic buys a clue
<Jobe> <Langsuayer> q: how comes that RBR sucks so much at deathmatch?why don't you just play ritual and get a serious beatdown? <g>
<ratio> tools. what have people said so far so I am in line with that.
<MockinBRD> BillyZ in da hauz.... (sp?)
<DuvMagic> Between us, we hold a fair share of rockfullness in the DM department
*** Bred has quit IRC (Write error to Bred[sd-ppp-345.abac.net], closing link)
<DuvMagic> Last time I checked, Ritual dudes were saying they were too *busy* to deathmatch with us..
<Reichert> i think ritual is full of girly men who don't know how to aim a super shotgun
<DuvMagic> Yet, Onethumb's talking about Sin DM every day in his .plan..
*** G_Rain is now known as G_Rain_Wi
<DuvMagic> Me thinks they're afraid...MWAHAHAHA
*** G_Rain_Wi is now known as G_Rain
<DuvMagic> Palmer and I can school anyone in DooM][
<DuvMagic> Rob and Landon can do the house out of the booth in Q
<DuvMagic> Let's not even talk about Duke3d....no contest.
<DuvMagic> Yeah, we play games..
* DuvMagic stops boasting
*** manzer (Outsider@dial-m2-R36.dodgenet.com) has joined #rbr
<Jobe> note: Lang sez your wrong <g>
<DuvMagic> heh
<ratio> huh. people say i should pay attention
<ratio> paste the question
<Jobe> <AlphaMale> Question:  We have seen a huge outbreak of cheating, particularly hacked maps, aimbots, proxies etc...used in Quake Engine based games, what are you guys gonna do to insure that the honest people in the gaming community dont get pissed off at cheating in your games, like they are pissed off in Quake Engine based games?  :)
<ratio> downloadable clientside code
*** bla (bla@nas-nh5-25.ix.netcom.com) has joined #rbr
<ratio> that makes sure all the kids are running the same code
*** Kamarov (Trinity@dial08.ccco.mb.ca) has left #rbr
<ratio> still, people are going to cheat. 
<DuvMagic> Prolly no way to stop server cheating, though...  
<ratio> don't play on a cheating bastard server
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*** SoLo (SoLo@d163.cloud2.interaccess.com) has joined #rbr
*** G_Rain (GothicRain@204.210.170.57) has left #rbr
<Jobe> <Scratch> How much interactivity will be in the levels? i.e. breakable objects, movable/useable, plungers?
<ratio> this moderated stuff is really slow..
*** Oasis[PTH (human@205.138.184.101) has left #rbr
<Booth> scratch:  as much as possible as long as it doesn't break the game.  if something seems like it should be broken or used, we're going to let you do it.
<Jobe> <Damocles> Will PraxWar be featuring a co-op mode ? And will it be following the single player scenario precisely ? (Without a loss to NPC interaction ?)
<Reichert> yeah
<Reichert> breaking stuff is cool
*** deepstrik (stephen@206.242.193.136) has left #rbr
<DuvMagic> Brian always tells us about a moto at one of the other companies he used to work at like ten years ago...People like to blow stuff up.
*** Tretton (die_freita@pC19F17C0.dip.t-online.de) has joined #rbr
<DuvMagic> Anyway...Co-op..
*** Tretton (die_freita@pC19F17C0.dip.t-online.de) has left #rbr
<DuvMagic> Co-op is important, no doubt about it...We've got some killer ideas, but co-op is always one of those things that really gets polished at the end.
*** Carlos has quit IRC (Leaving)
<DuvMagic> Because we care about co-op, we're designing most of our stuff to comfortably allow for it.
<DuvMagic> My ideal situations will allow for custom co-op oriented challenges and fights specifically for co-op modes...but that might come later..
<DuvMagic> Co-op is to single player as CTF is to deathmatch...they really deserve their own maps.
* DuvMagic is done with that question
<Jobe> <Citizen_D> will the java code be compiled into native x86 code, or will there be some sort of virtual machine (interpreter) as in unreal? will an api for the engine be released?
<ratio> we just use sun's jdk and will ship with their jre. The jre supports JIT compiling, so it is fast. I think people will appreciate using a real language.
<ratio> As for an api, the game itself is a plugin. There is a directory called engine. In that is rbr1.jar. Run javadoc on it, open up your browser and you have the documentation. 
<ratio> the engine is two piece, a java base interface, and c side .dll for speed critical stuff like rendering and collision stuff
<Jobe> <Hanif> what will be the main boundary setting prax war apart from every other FPS coming out this/next year ? Im not speaking about technology specifically - I mean the actualy game in itself?
<Reichert> well, we gots stuff like indoor and outdoor environments (*gasp), as well as the fact that you are working with a team of soldiers ... you won't have the lone gun feeling as in previous shooters
<Reichert> we're also bringing back the mow down concept
<Reichert> kill 50 guys at a time instead of 2
<DuvMagic> Billy's really tried to design the tech *around* the kind of game we wanted to make...
<Reichert> good fun
<ratio> elaborate on the team..
*** Kandyman (a7236657@e18.dialin.tuwien.AC.AT) has joined #rbr
<DuvMagic> Eclipse Team Rulz..
*** TheSaint (thesaint@dt0c1n79.san.rr.com) has joined #rbr
<ratio> ok, i will then
<DuvMagic> The reasons for the team are to solve some of the problems with first person
<DuvMagic> Take a third person game for example..
<DuvMagic> Like tomb raider..
<DuvMagic> It sucks to control her, but it rules to see her do stuff...
<DuvMagic> Like back flip or climb up walls...whatever..
<DuvMagic> Our animators use Eclipse team to really impress us and entertain us with cool stuff..
<DuvMagic> From an almost third person perspective...without losing the immersiveness of first person..
*** SoLo has quit IRC (War doesn't determine who's right, just who's left.)
<DuvMagic> From the first person perspective of the player, you get all the cool stuff that's in a third person game..
<ratio> 3rd person just sucks. who wants that crap.
<DuvMagic> Also, they help with the story, and help keep the player from getting too confused..
<DuvMagic> One main rule with the good guy team is the they're NOT annoying..

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