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> Development Blog Update - Spark Engine Questions and Answers #1
Max
post Feb 2 2010, 07:03 PM
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Please post comments on the topic Development Blog Update - Spark Engine Questions and Answers #1 here


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Max McGuire
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BCSeph
post Feb 3 2010, 01:30 AM
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Neat Info. In regards to the whole toolset encompassed in the Spark Engine, I cant think of a modern engine that ONLY consists of graphics rendering. Think Unreal 3 - has tons of software that comes with it, etc. The entire development aspect is still called the Unreal3 engine.


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schkorpio
post Feb 3 2010, 01:32 AM
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QUOTE (Max @ Feb 3 2010, 03:03 AM) *
Please post comments on the topic Development Blog Update - Spark Engine Questions and Answers #1 here

<3 UWE

keep up the good work guys :D


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WatchMaker
post Feb 3 2010, 01:38 AM
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"...we wanted to make sure the technology was flexible enough that we wouldn't have to start again from scratch for the next game."

NS3 confirmed?


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locallyunscene
post Feb 3 2010, 01:42 AM
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Cool update Max! Interesting idea crowdsourcing the windows specific bits.


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QUOTE (Flayra @ Mar 28 2007, 09:21 PM) *
It's not an easy balance to achieve, but we do want to make a game that will be both the best competitive game since Starcraft and also one that many people can enjoy casually without being in a clan or an experienced or knowledgeable NS player. That's the goal at least!


- NS in game name - tilde - My Steam Id Page - .
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noncomposmentis
post Feb 3 2010, 01:46 AM
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Yay, a Max post! I'm sure the one or two Mac and Linux gamers will be pleased by the cross-platform talk.


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ctd
post Feb 3 2010, 02:19 AM
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After looking at http://www.steampowered.com/steamworks/index.php I have a Few Q's regarding steamworks:

Does integrating Steamworks mean the game will be attached to our steam accounts like say DoW2 or MW2 is?
Will updates/DLC/patches etc download from steam content servers automatically or will we do it manually from UWE?
What about the inclusion of things like Steam Cloud, VAC, in-game voice, Steam Community, Stats, and Achievements?

Thanks.
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rammaj
post Feb 3 2010, 02:36 AM
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great blog max allthough I didnt send my questions ( cause I just found out 1 hour ago ) to you I got most of them answeard more or less.
keep up the good work and Im looking forward another blog from ya.
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pufuwozu
post Feb 3 2010, 03:07 AM
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Releasing the DirectDraw specific layers sounds like a really interesting idea!

I would really like to help contribute porting the layer to OpenGL so that I can have it run on Linux.
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Kalopsia
post Feb 3 2010, 03:20 AM
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Good blog Max; thanks for the clarification on steamworks and other OS support.

Looking forward to the next few posts!


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Ryo-Ohki
post Feb 3 2010, 03:26 AM
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Steamworks confirmation? You've made my day.


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Ahnteis
post Feb 3 2010, 03:34 AM
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So glad to hear you've been working equally hard on the game! :)


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kramed
post Feb 3 2010, 03:47 AM
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Very cool update. As a programmer (dont do games though) it is very cool hearing about the technology used. I am glad your not working on the engine alone anymore. That would be enough to make someone go bald in no time (unless your John Carmack). You guys should get someone dedicated to work on the tools so you guys dont have to ###### around with wxWidgets either. Anyways, hope progress is being made.

More updates like this.
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Dee
post Feb 3 2010, 04:30 AM
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QUOTE (WatchMaker @ Feb 2 2010, 04:38 PM) *
NS3 confirmed?


Zen of Sudoku 2


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Mr. Epic
post Feb 3 2010, 04:33 AM
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QUOTE (Dee @ Feb 2 2010, 09:30 PM) *
Zen of Sudoku 2

preorder for the NS2 DLC.

This post has been edited by CyberMantis: Feb 3 2010, 04:33 AM
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oblivion is at h...
post Feb 3 2010, 05:47 AM
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QUOTE (WatchMaker @ Feb 2 2010, 04:38 PM) *
"...we wanted to make sure the technology was flexible enough that we wouldn't have to start again from scratch for the next game."

NS3 confirmed?


More like The The Zen of Sudoku 2: The Revenge Gaiden

Edit: sorry always sucks when someone beats you to the joke when you don't read all the posts

This post has been edited by oblivion is at hand: Feb 3 2010, 05:48 AM
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noncomposmentis
post Feb 3 2010, 06:15 AM
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QUOTE (CyberMantis @ Feb 2 2010, 07:33 PM) *
preorder for the NS2 DLC.

You joke, but if this game was made by EA..................


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Dakilla
post Feb 3 2010, 08:05 AM
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if you opensource the windows DirectX graphics code, there will be a community port to OpenGL (and it will be a PR stunt too). and i can live with typeing in the server adress.
its just to run steam under wine to check the servers there and copy paste to the Linux client. its very ugly but it will work!

This post has been edited by Dakilla: Feb 3 2010, 08:10 AM
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booiiing
post Feb 3 2010, 08:29 AM
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maybe you could use XQF as a server-browser on linux?
the project seem quite dead, but it is actually stable and useable and maybe adding a new game to it will be less effort than providing your own server-browser?

also: releasing the low-level api and having it ported by community-members is ++good! be sure to announce this in #icculus.org in freenode to get some high-grade game-developers/porters interested in this!

This post has been edited by booiiing: Feb 3 2010, 08:31 AM
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wilbefast
post Feb 3 2010, 11:20 AM
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Good to hear you're going to supporting other platforms *eventually* if nothing else we're a patient bunch, and it's understandable that you need the revenue from this ASAP. Money is autonomy.

PS - any word on Valve porting games to Linux, or was that all just wishful thinking and misinterpretation?

This post has been edited by wilbefast: Feb 3 2010, 11:21 AM
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