Path: chuka.playstation.co.uk!news From: Mark Green Newsgroups: scee.yaroze.freetalk.english Subject: Re: Generation Y Date: Mon, 18 Dec 2000 15:21:59 +0000 Organization: PlayStation Net Yaroze (SCEE) Lines: 37 Message-ID: <3A3E2B97.36FFD972@reading.ac.uk> References: <90l6h3$4bj2@www.netyaroze-europe.com> <90ns7d$8c1@www.netyaroze-europe.com> <90o06t$8c2@www.netyaroze-europe.com> <90o6mt$8c5@www.netyaroze-europe.com> <90o874$8c6@www.netyaroze-europe.com> <9126s2$7f1@www.netyaroze-europe.com> <913ba5$871@www.netyaroze-europe.com> <913p1t$875@www.netyaroze-europe.com> <3A3A5A95.4D9E1F9C@reading.ac.uk> <91i9a1$ron1@www.netyaroze-europe.com> NNTP-Posting-Host: ssfmse3.rdg.ac.uk Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.7 [en] (WinNT; I) X-Accept-Language: en Derek da Silva wrote: > > Hi > > I'm just glad to see another member make an appearance. Please stick > around - it's not too late to join in. I'm surprised you mentioned that - I have posted a few times a while back. My real position with the Yaroze was that I didn't get it just so that I could write Playstation stuff for the sake of writing Playstation stuff - I got it to see what the platform was like and to have a nice platform available for writing stuff on, given that I've had experiences with DirectX and Visual Studio that make me scream and tear chunks out of my hair any time I get near them. ("Class Wizard"? "Class Wrecker", more like..) And I did get a feel for the Yaroze and I did like it, but the bugbears of downloading code, constantly resetting, and the fact that I couldn't distribute anything I wrote, made it less attractive. Pretty soon I found another platform I preferred - DJGPP/Allegro - and started writing more for that (there was a whisper around that somebody was going to write Allegro for the Yaroze - did anyone ever do it? I suspect probably not, since Allegro didn't have anything to support pipelining that I recall..) (Hmm, anyone know what details can be gotten about the PS2's internal parallelism? My pHd research is a parallelism visualisation system and I could always use more case studies..) I expect industry interest in the Yaroze to decline a bit now that it's becoming obsolete. But besides, if you like writing neat, original, gameplay-based games for a limited-space platform (which is what a lot of people say about Yaroze games), why do so as a jumping point to a job where you'll only be working on Behind-Character-Adventure 8, RPG-with-collectables 4 or Sport-conversion 3, which weighs in at 2mb or 402mb with FMV? I certainly find design a lot more interesting than implementation..