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  3. Sentura

Posts by Sentura

  • Post Your Pic Extravaganza 2010

    • Sentura
    • January 7, 2010 at 3:01 PM
    Quote from 2d-chris

    [Blocked Image: http://img41.imageshack.us/img41/9005/12868190209983478513648.jpg]YEAAAAH!

    haha, you look like a guy from a support hotline

  • Blizzard Vs Sentura

    • Sentura
    • January 6, 2010 at 10:31 PM
    Quote from Pericolos0

    you have no idea what Blizzard is like in the inside, yes they have 4600 something employees, but the actual developer count is probably closer to valve, working on several projects. I'm not sure how much I can say about this though, except that the teams are a lot smaller than you think. They have a very open culture as well, and have a large focus on individual development, which is the main reason for me to go there, I want to learn from the best.

    fair enough, i'll take your word for it. i would be wary as to call them the best though, as i think that's highly subjective. i will however say that they have their business strategies in sound order, and their products are polished - which is also why they sell so well. but like i mentioned before, this has nothing to do with game quality.

    Quote

    Also where did you get the idea Blizzard puts money in front of quality lol, the reason blizzard is so successful is because of their huge commitment to quality.

    quality in a game for me is innovation, and i haven't seen them being innovative in any of their games really. i used to have more respect for what blizzard north did back in the day with diablo and diablo 2, because they took it further each time. now that the studio is defunct, you can see those same people at a new studio trying to make things even more innovative. in comparison with that, blizzard's irvine studio seems to be in stagnation for ideas, essentially pumping out the same game with upgraded graphics.

    of course i am being open minded about what they will come up with in the future, but honestly i don't expect things to change. this is the main reason for my critique of them (and of them alone).

  • Blizzard Vs Sentura

    • Sentura
    • January 6, 2010 at 9:47 PM

    i bet there are a ton of studios out there who have the same working conditions as blizzard. i don't know about salaries, but honestly if one in the industry to make money, then i'd suggest to move to a different industry. it's not that i'm into the whole "games are art" thing, but i'd rather be doing what i love for the rest of my life with money just to get by, rather than be a slave to a corporation that focuses on the money and product over the quality of a game. i think this a creed that any designer or artist should live by. it is also something that i have never seen from blizzard, and that is exactly why i would never, ever work there.

    and i do mean that a product and a game are two separate entities here.

    just to further the debate about salaries: i read in a pamphlet that overall people in the games industry are paid less in comparison software development (for engineers) or design studios (for designers). if you'd really want to support your family etc., why not just go all the way and choose the better wages?

    the entire statement that people want to be in it for the money just makes me cringe. this is not what the game industry should be about, because then there'd be no reason to choose it over any other industry. since the industry is still young, i'll be observing to see which direction it will be headed. of course it will to some degree still be about the money, but i'm hoping that at some point the people that are directly involved in the industry because of the money (i'm excluding investors, publishers and suits in general) will get flushed out into other industries; sort of like where the film industry is now. because if you're not in the games industry to make games, then why bother being there at all?

    it should be noted that i am not here to offend anyone with this, i'm sure all corporations somewhere have their good sides (i mean people still work for them, right?), but it's just not a path i would go down. also, i would not compare blizzard and valve or put them in the same category. blizzard has (taken from wiki) 4,600 employees. valve has 250. this alone should be enough to tell that even a large studio is something entirely different from a corporation.

    i might also add that i would aspire to work in a place such as valve.

  • Help me decide what is the best company name.

    • Sentura
    • January 6, 2010 at 9:28 PM

    or just "games-that-make-money"

  • OnLive

    • Sentura
    • January 6, 2010 at 9:27 PM
    Quote from Skjalg

    Since the majority (like 99.999999999999999%) of the data that is transmitted, and the data that really has been the bottleneck thus far for such a product is the video feed, I merely made the quite logical step of believing you were thinking of the same thing as I.If you think that transferring key press events is what would be the bottle neck or the hard-to-accomplish piece of this puzzle, then you're in for a big surprise. I mean you can literally fit that into a single tcp/ip packet.

    And UDP really is worth it for games, it wouldn't even surprise me if its the number #1 protocol for games. I remember playing StarCraft over IPX, then rejoicing when they added support for both TCP/IP and UDP. (its not a type of connection, its a protocol, a protocol is more about how your packet is made up than how it is transferred). Even by reading like half a page on wikipedia you'd learn why you are coming off as someone that is digging himself deeper and deeper into explaining things away that make no sense.

    I'd be more inclined to laugh with you if you were complaining about the impossibility of making something that decodes/encodes movies/video feed as quickly as he states, instead of laughing at you for thinking that its all about the protocol.

    what i'm saying is that not every packet reaches its destination with udp. i never discussed the contents of a packet in more detail than that, because data loss alone in a system that requires input to go necessarily go through. not having data reliability would maybe not so much be a bottleneck, but just a major inconvenience. the sense in creating a new protocol would be that you could perhaps limit the overhead you have on tcp to just the bare minimum, while still having data reliability. not in the sense of the video feed you suggested, however, but in the sense that you buffered the entire game locally.

    i don't see how you logically connect the video feed with a game either, but that seems attributed to you looking at a different architecture than the one i was discussing? and again, the reason for the laughs was the packet loss that udp causes. if you have no guarantee for the reception of input data, it would be a tedious process to play a game.

  • Help me decide what is the best company name.

    • Sentura
    • January 6, 2010 at 6:44 PM
    Quote from twiz

    How about just "Core"? Short, sweet, strong word. Slap an "interactive" or something on the end. You could also call it CoreSoft, the inverse of softcore Sliced and Diced is a little cheesy for me. Although I can almost see the Sliced(light flash of a blade making a backslash)Diced title screen

    Exit Strategy sounds good, but negative connotations for sure.

    Borderless Games just doesn't sound right. Doesn't have any ring to it.

    wasn't core the name of the studio that did the first tomb raider?

  • Blizzard Vs Sentura

    • Sentura
    • January 6, 2010 at 3:16 PM

    nah, i'd just rather work somewhere with innovation rather than reuse. i did wish him luck though.

    Quote from Furyo

    I think anyone that would shun the idea of working for a company like Blizzard has to consider his real intentions of working in the industry.

    are you serious? and if yes, care to elaborate?

  • James Cameron's Avatar

    • Sentura
    • January 6, 2010 at 11:38 AM
    Quote

    ":3it3ebzb]lol, yeah It's annoying. It's just in the first 2 minutes though, then it plays the whole thing.

    yea, but it's actually worth it. i like his way of thinking; i sometimes get the same vivid pictures in my mind as says he does.

  • James Cameron's Avatar

    • Sentura
    • January 6, 2010 at 11:25 AM
    Quote

    ":257zri9f]http://www.imdb.com/video/cbs/vi3342861593/Good interview to jim as well: http://www.imdb.com/video/cbs/vi3342861593/

    every minute: "we'll be back in a bit" [30 sec ad break]

    this just in: JC confirmed avatar 10

  • OnLive

    • Sentura
    • January 6, 2010 at 11:09 AM

    the point of creating a new protocol would be to tailor it to the exact needs of the OnLive system. there are pros and cons associated with every data structure and every protocol. you choose them on how they are best used. i highly doubt that a UDP connection is worth it for games (and yes, we're discussing games here, not just A/V). while TCP would be a standard choice for transferring game data my own reasoning came from that there for this system should be a better way of transferring data rather than using TCP since the circumstances are so specific for this system.

    also, i never ever said i was talking about video feeds. excuse me if i missed something (you just said they use UDP, not that they use UDP for video feed), but i was only talking about games.

  • Help me decide what is the best company name.

    • Sentura
    • January 6, 2010 at 11:03 AM
    Quote from Skjalg

    At least we now know that Borderless is out My vote would go to Awesome Games if it was possible to add new ones

    funny, i was thinking of a studio name a while back, and came up with levelheaded studios. i choose this entirely because you'd be able to call employees levelheads.

  • OnLive

    • Sentura
    • January 6, 2010 at 10:25 AM
    Quote from Skjalg

    bwahhahahahaa

    Why are you laughing? Did you expect them to optimize something that cant be optimized? If you didn't know, UDP just spews out packets in one direction, not caring if they get there or not. Which is basically excellent for video and audio because if a frame gets lost here and there we wouldn't notice. Theres basically no way they can improve on that simple set of logic.

    I'm surprised you'd think so with a programmers education.

    well i'm glad you're already accusing me of not knowing what i'm talking about on the base of your own assumptions, but let me explain:

    if we're talking A/V, then i'd have no problem using UDP. however, if we're talking games (where arguably every action the player takes is important, and every action needs to connect to the server), you cannot use UDP because of the packet loss. if their whole premise is to revolutionize the way games will be played using UDP, then excuse me while i laugh some more.

  • Help me decide what is the best company name.

    • Sentura
    • January 6, 2010 at 10:15 AM
    Quote from Taylor

    Of that list I'd go with Exit Strategy

  • Blizzard Vs Sentura

    • Sentura
    • January 4, 2010 at 7:49 PM
    Quote from Pericolos0

    Yeah, I'm nowhere near as good as the people working there right now, it's going to be a great learning experience I hope .

    lets see if that changes when they put you to work on diablo 5 or world of warcraft 3... it's true though, it is a learning experience.

  • OnLive

    • Sentura
    • January 4, 2010 at 7:43 PM
    Quote from Skjalg

    They havent, he said they use UDP.

    bwahhahahahaa

  • OnLive

    • Sentura
    • January 4, 2010 at 3:31 PM
    Quote from Sentura

    well obviously if you're going to buffer something here, you're going to buffer a core I/O package, the basics for the engine as well as a number of levels. this may be the entire game, but it doesn't have to be. when i said that the thing had a buffer, however, i was referring to entire games being buffered at a time.

    as an addendum it could be that they are creating their own protocol for data transfer, which could account for some parts of a high speed transfer. i'm not saying it's a silver bullet, but a few small creeks still go together to create a river.

  • OnLive

    • Sentura
    • January 4, 2010 at 3:27 PM
    Quote from ReNo

    I don't see how it can. The whole point of this is that it is rendering the game for you. Therefore it needs to react to your input, render the results of your input, then send it back. You can't just have a buffer to deal with that because what are you going to buffer? The rendered video that has resulted from an input you haven't even made yet?

    well obviously if you're going to buffer something here, you're going to buffer a core I/O package, the basics for the engine as well as a number of levels. this may be the entire game, but it doesn't have to be. when i said that the thing had a buffer, however, i was referring to entire games being buffered at a time.

  • Tasty Static

    • Sentura
    • January 4, 2010 at 3:20 PM
    Quote from Sindwiller

    How come I can play it

    i'm not saying i can't play it, i'm saying it's needlessly limited in its control.

  • Tasty Static

    • Sentura
    • January 2, 2010 at 1:42 PM
    Quote from Zacker

    I loved SkyRoads and in a spur of nostalgia I decided to try this also. Turned out to have an absolutely horrible control scheme with your avatar failing a the worst possible thing: Not doing what I want it to.

    yeah i got that too, it's very hard to control; the object seems to be unable to execute parallel movement functions (i.e., speed up and jump right are impossible to do at the same time).

  • Every day the same dream

    • Sentura
    • January 2, 2010 at 1:40 PM
    Quote from Erratic

    I mean it in the most negative way possible as well.

    i fail to see how a search for the (intended) meaning in a game can have positive or negative routes. i guess you're referring to your own motivation for doing the search in the first place.

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