RE: Limit Theory
Posted: Fri Nov 30, 2012 2:58 pm
It may correct my spelling, but it will never remove your anti-semitism.
ORIGINAL: wodin
http://www.rockpapershotgun.com/2012/11/30/interview-limit-theory-creator-josh-parnell/#more-133681
Interview over at RPS.
ORIGINAL: Kayoz
"dynamic, supply-and-demand economy in which numerous NPC merchants will compete to beat you to exploiting the price differentials"
Umm.. so it's going to be dynamic and living - where NPC activity will be going on while you're puttering about between planets or whatever. In an infinite sandbox? I wonder where he plans to get the infinite CPU time to do all the NPC actions and the infinite memory to hold all these infinite ports, ships, planets, asteroids, etc.
Oh, hold on - it's not infinite...
"On the contrary, the universe is dynamically generated on-the-fly as you push further into new systems. This means that, although the universe goes on forever, it’s not all stored on your hard drive at once."
So it's really only generating one system at a time - and when you go onto the next system, when you return, it's generated again. This is no Elite - any comparison to Elite withers and dies with that statement.
Kudos to his graphics API usage - but that's only the tip of the iceberg. It's only a tiny piece of making a game - much less a good one. NPC AI, combat AI, economic balancing as a result of NPCs - seriously, drawing the graphics on the screen is trivial compared to these.
ORIGINAL: Kayoz
20 year old kid with no experience, no track record, nothing more than an inflated ego and immense hubris.
ORIGINAL: Kayoz
You're right, I don't know him. Nor does ANYONE in the software development industry, much less games development. Zero experience and zero projects to your credit does that.
You're right, I haven't played the game. Nor has ANYONE ELSE. There's nothing to play. There IS NO GAME. It's vapor-ware.
Did I touch a raw nerve? You seem to be rather defensive over my pointing out the facts of his age and complete lack of experience. You should be thankful that I didn't point out that he plans to do it all on his own - a project of that size isn't the sort of thing a wet-behind-the-ears inexperienced programmer should be tackling alone.
ORIGINAL: JoshParnell
Real-time graphics is a field of hackery, of duct tape, and of generally trying to get a machine to do something that it doesn't want to do.
ORIGINAL: JoshParnell
AI, on the other hand, is a sandbox for beautiful, theoretical ideas and lovely abstractions. The hardware is perfectly happy to perform Q-learning in real-time or keep track of a state space model. In this sense, AI programming is significantly more natural than graphics programming. If we were to try to use the purest of theoretical ideas in graphics, we would have to perform path tracing, but of course GPUs aren't able to do so in real-time yet. So again, I encourage you not to guess at where the difficulty lies
ORIGINAL: JoshParnell
You keep saying "complete lack of experience," but it's definitely worth noting that "not having shipped a game" and "complete lack of experience" are not at all the same thing.
ORIGINAL: Kayoz
Indeed, getting your brain wrapped around binary space partitioning can make your grey matter dribble out your ears. But it's all been done before. There's a vast amount of documentation and resources to help you through all the rough spots. With AI development however, there are precious few resources and of those, very few are applicable to what you are trying to accomplish.
This is what I mean by graphics being the "trivial" part of the project. There's a lot of work - hard and long work - but it's comparatively straightforward in comparison.
ORIGINAL: Kayoz
You seem to be in disagreement with most game code-monkeys that I know of.
Here's an example
"The second challenge is where I throw down the gauntlet and challenge game AI to save the day. If increasing realism doesn't give next-gen games the requisite new feel, then something else must help achieve it" - Steve Rabin, AI Game Programming Wisdom
As you say, AI is full of "beautiful, theoretical ideas and lovely abstractions" - which is where the difficulty lies - turning an abstract idea into solid code is quite difficult. It's easy to see if the 3D models display correctly - it's quite another to check if the ships displayed are flying around in a sensible manner and reacting reasonably to the player's actions as well as the other NPCs and their environment. This, I contend, is much more difficult and time consuming than merely rendering them on the screen.
ORIGINAL: Kayoz
How many pretty games are there out there, with shiny graphics - lots. How many out there are actually challenging and make the player stay on their toes - precious few. The ratio of those - pretty to challenging ones - should be a warning sign as to how simple (as you seem to contend) AI programming is.
I can't find his (Rabin's) book on my shelf at the moment, but I contend that a good AI is key to a game's success - and is the most difficult part of game development. That you seem to think it's "more natural" to code is either an indication that you're a programming prodigy - or that you haven't really considered the scope of what you're trying to do.
ORIGINAL: Kayoz
No professional experience.
If you go into a job interview and they ask you "what experience do you have" - they mean professional experience. Whether or not you've fixed your own car is of little interest or value in interviewing for a mechanic job - they want to know what professional experience you have. Regardless of your tech demos - they're not being done in a professional environment where you have programmers with decades of experience looking over your shoulder and picking apart your code. Nor the QA bods trying to break your code - and some of them are very good indeed at that. You haven't experienced this, and until you do, I contend that the "zero experience" label is justified.
ORIGINAL: Kayoz
I wish you the best of luck - I really do. But it seems that you've picked out an enormous mountain to move - all on your own and with no real experience at moving mountains. That isn't to say that you cannot succeed. It's possible - but in my experience - it's very unlikely. Time will tell. I'll be sure to bump this thread in a year to confirm or correct my prediction.
Finally, I'd like to encourage you (and others who might be tempted to do so) to avoid speculation on the "difficulty" of things if you haven't implemented them! Your statement that graphics is trivial compared to AI, for example, belies a lack of implementation knowledge. Real-time graphics is a field of hackery, of duct tape, and of generally trying to get a machine to do something that it doesn't want to do. AI, on the other hand, is a sandbox for beautiful, theoretical ideas and lovely abstractions. The hardware is perfectly happy to perform Q-learning in real-time or keep track of a state space model. In this sense, AI programming is significantly more natural than graphics programming. If we were to try to use the purest of theoretical ideas in graphics, we would have to perform path tracing, but of course GPUs aren't able to do so in real-time yet. So again, I encourage you not to guess at where the difficulty lies![]()
ORIGINAL: HanBarca
Giving how easy is to code a decent AI, it's strange how many of the commercial, real-time games have problems with NPC / enemies bumping meaningless against obstacles they could easily avoid or move around.
Can't tell if sarcasm or notBut yes, it surprises me as well. Then again, obstacle avoidance is one of those nastier low-level implementation details that can be tricky. Like I said above, the nice thing about a space game is that obstacle avoidance is all too easy!
ORIGINAL: JoshParnell
Can't tell if sarcasm or notBut yes, it surprises me as well. Then again, obstacle avoidance is one of those nastier low-level implementation details that can be tricky. Like I said above, the nice thing about a space game is that obstacle avoidance is all too easy!
ORIGINAL: JoshParnellORIGINAL: Kayoz
No professional experience.
If you go into a job interview and they ask you "what experience do you have" - they mean professional experience. Whether or not you've fixed your own car is of little interest or value in interviewing for a mechanic job - they want to know what professional experience you have. Regardless of your tech demos - they're not being done in a professional environment where you have programmers with decades of experience looking over your shoulder and picking apart your code. Nor the QA bods trying to break your code - and some of them are very good indeed at that. You haven't experienced this, and until you do, I contend that the "zero experience" label is justified.
Ok, that's still not fair! I don't want to name drop, but if you go to my website you can download my CV and see that I have worked in the graphics industry. Sure, you can say that it's "not enough" professional experience, or whatever. All my work was code reviewed, and I did indeed get grilled by pros! But hey, credit where credit is due please.
ORIGINAL: Kayoz
That response is almost distressingly scary. If path-finding is a big deal, Josh has some shocks in for him.
ORIGINAL: Kayoz
Credit where credit is due? Sure.
Entire credit given: ZERO
No CV on website. NO professional experience. I stand by my evaluation of your experience (or lack thereof).
ORIGINAL: Mobius
Does this system build things? How are the build points/money transfered from planet to planet or is that not part of the system?
ORIGINAL: JoshParnell
Did I say path-finding was a big deal for this game? No, not at all. In fact, it's already finished.
ORIGINAL: JoshParnell
But adding a dot-com to my username and doing a five-second scan of the page should land you on the proof.
ORIGINAL: JoshParnell
I can't help but feel that you're getting your knowledge from books or quotes, not experience!