Path: chuka.playstation.co.uk!news From: Craig Graham Newsgroups: scea.yaroze.freetalk,scee.yaroze.freetalk.english Subject: Re: Net Yaroze 2 ? Please. Date: Thu, 06 May 1999 20:54:57 +0000 Organization: Data Uncertain Lines: 27 Message-ID: <373201A1.41B86319@hinge.mistral.co.uk> References: <7gaug1$2mq3@scea> <7gpfti$iko2@chuka.playstation.co.uk> <37304b8c.2367490@www.netyaroze-europe.com> <7gqkr0$iko4@chuka.playstation.co.uk> <37319df7.900459@www.netyaroze-europe.com> NNTP-Posting-Host: d3-s57-213-telehouse.mistral.co.uk Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.5 [en] (X11; I; Linux 2.2.0 i586) X-Accept-Language: en Xref: chuka.playstation.co.uk scea.yaroze.freetalk:1353 scee.yaroze.freetalk.english:3990 Barry & Robert Swan wrote: > > On 6 May 1999 07:09:55 GMT, tjs@cs.monash.edu.au (Toby Sargeant) > wrote: > > >Regarding ease of use, the whole point of a faster machine is that you can > >afford more levels of abstraction, thus making it easier, rather than harder, > >to program for. > > Very true. But regardless of how powerful the machine, it can only do > so much for you. If the Yaroze had the power of a PC cpu, Im not sure > there would be any more intelligent collision detection than bounding > box/ spheres etc. And these can be done on a speccy... Where are the I've got some cracking true poly intersection collision code that's great on a quick PC but to no use on the Yaroze.... > solid state mechanics and stuff? Animation is another area... and I'm > worried people think we should all be at that level, which is rubbish. Graphic's production tool's support from Sony wasn't up to much...so just like (a lot of) the pro stuff in that sense ;) > Rob Craig.