>There have been scholarly articles published on the algos
Both of these are cultural studies, nothing about "algos that run the game". I bet you feel dumb right now.
ummmm all of the actual gameplay elements like level progression and shops and classes to npcs. it was just stupid legos before that.
2 years ago
Anonymous
>level progression
Already there before Microsoft >shops
Also there before Microsoft >classes
What classes? >npcs
Once again, already there before Microsoft.
Are we even talking about the same game?
2 years ago
Anonymous
bait
>most of the good features >M$
Name one good feature that Microsoft implemented.
I like the flying/gliding mechanic, but to be fair it is a bit OP. I pretty much stopped playing after 1.12 before they added those annoying sea zombies and phantoms.
>Minecraft was really good up until the point when Microsoft bought it
I played until Notch's 1.0 release and it was fricking bad and severely lacking, here's a reminder.
The only thing that made it playable was mod packs.
It does run like shit but that's because the guy who made it is a mathematician and not a programmer, and he keeps piling up the spaghetti
Its simulation capabilities are fricking amazing tho
Factorio is a marvel of engineering, i have 650 hours of (modded) playtime logged and have not experienced a single bug, let alone a crash, and I have never dipped below the games 60 fps
Even the modded content is very stable so they must have done a good job on the modding tools as well
Almost every simulation game struggles with performance at some point, even the ones that aren't visually impressive. Oxgen not Included for example is completely unplayable to me because the game was programmed by pajeets and you start dropping to <30 fps extremely fast. It's also buggy as hell
factio is fricking magic to me. I have no idea how they keep all that shit in memory and iterate efficiently over all of it. I have an ancient PC and it still runs buttery smooth.
>factorio
*freezes for 15 minutes auto saving* >Oxgen not Included for example is completely unplayable to me because the game was programmed by pajeets and you start dropping to <30 fps extremely fast.
ONI has a full blown fluid dynamics simulation of gasses and fluids and even thermodynamics. you need to keep simulating these, there are no shortcuts or tricks to reduce load. each dupe has his own AI deciding task hierarchy and path. 80 dupes, multiple astroids, rocket missions and colonies will become intensive no matter what
I thought it was magic back when I was a kid because it had so much "3D" and had an fps segment that looks like Wolfenstein that ran without any real lag that I'd never seen done on a Genesis.
The dev is a youtuber and made a few videos explaining how he did it and it's really cool how he managed it.
Yeah horse armor was a breakthrough innovation in gaming. Nobody was quite israeli enough to sell worthless cosmetic garbage in a game as expansion content delivered over the internet before Bethesda.
I think battle royales are pretty technically impressive. You can have a guy shooting from a fourth story window at three guys in a truck and another guy flies by in a glider and joins the fray and the server can actually make some sense of all the info coming in from multiple game clients. Yeah it doesn’t always seem fair and sometimes the nature of the internet interferes with gameplay but still, the fact that it usually works is impressive imo
df is a fun and interesting game but it's not a highly advanced program at all. it runs like shit, has absolutely zero parallelism and the moron making it has sold out already, so it'll probably completely go to shit in the soon future
DF is very shallow. Most of the simulation happens in the background/is text flavor that has no actual affect on gameplay. Adventure Mode exposes this most obviously as you are at the level of the supposed "simulations" and not some disembodied invisible hand in Fortress mode. As an adventurer you can basically do jack shit to affect anything around you, besides commiting genocide or something. The world is basically static after world generation and most events is locked within world gen or at the two week timeskip as you load a save, and can't actually occur ingame. So basically they didn't happen. "Necromancer Black personhomosexual resurrected an army of fallen soldiers at the Cum Field where the Battle of Xiu Zhang between the Confederacy of BMWF and the Femboy Kingdom had taken place on Granite 8 of year 69", but you couldn't do anything like that playing as a necromancer.
PS2 era titles, then and to this day, blow me away with how much scope and ambition was on display with only 16MB of RAM and a 300MHz processor. It's honestly inspirational to see what those developers achieved in the early 2000s and probably the primary reason I find so much modern tech completely underwhelming.
Stalker's AI is a good example of something that looks complex yet is doing absolutely nothing:
>Characters would now get quests not from dealers, but from the so-called smart terrains. A character’s life now worked in such a way, that he took the quest generated by some smart terrain, then walked to the destination it had set for him. After getting there, he would get points, and the smart terrain would take him under control for some time. Under the control of a smart terrain, the character prioritized and carried out the available tasks. This is how the game got faction bases, stalkers by campfires, and such. That is, migration of characters from place to place, their movement between levels, all was caused by changing goals.
This is one of the best threads ever on IQfy, blown away by some of the shit above and some games I've never played. Always kind of hurt my feelings that some video game programmers are probably smart enough to actualize world-changing algorithms, but instead devote their time to making remarkable games. Icing on the cake is that normies don't recognize/celebrate the insane creativity and uncommon intelligence while at the same time enthralled by the game.
Already mentioned, but how about Quake’s fast inverse square root? I think I could study computer science until I die and not come up with that. Another one is WoW being an extrapolation of WC3.
The only marvel about DF is how some people manage to run forts for centuries without fps death.
There have been scholarly articles published on the algos that run this game
no there haven't.
https://cmsw.mit.edu/wp/wp-content/uploads/2016/09/146381099-Josh-Diaz-Dwarf-Fortress-Gathers-at-the-Statue-and-Attends-a-Party.pdf
https://cmsw.mit.edu/wp/wp-content/uploads/2016/09/146381099-Josh-Diaz-Dwarf-Fortress-Gathers-at-the-Statue-and-Attends-a-Party.pdf
I bet you feel dumb right now
It doesn't describe the algorithm in technical detail. It's a qualitative description from a player's perspective.
>There have been scholarly articles published on the algos
Both of these are cultural studies, nothing about "algos that run the game". I bet you feel dumb right now.
stop being mean
https://www.researchgate.net/publication/281832877_Dwarf_Fortress_Laboratory_and_Homestead
anyone can write some "scientific study" and publish it on vixra (or arxiv if good enough).
that's someone's master's thesis. you can really write about whatever you want.
>Journal of Games and Culture
>backpedaling
Lmao ok, just take your "L" zoomie
>Journal of Games and Culture
I'm familiar with this journal, and it's pozzed. Nothing of note is published in there.
Minecraft
Yeah, graphics arent too hot, but the fact that one swede coded so much is awesome
>the fact that one swede coded so much is awesome
moron most of the good features were added in by M$ and not by notch
>most of the good features
>M$
Name one good feature that Microsoft implemented.
trans bees!
ummmm all of the actual gameplay elements like level progression and shops and classes to npcs. it was just stupid legos before that.
>level progression
Already there before Microsoft
>shops
Also there before Microsoft
>classes
What classes?
>npcs
Once again, already there before Microsoft.
Are we even talking about the same game?
bait
I like the flying/gliding mechanic, but to be fair it is a bit OP. I pretty much stopped playing after 1.12 before they added those annoying sea zombies and phantoms.
Minecraft was really good up until the point when Microsoft bought it, im glad that I can still download and play older versions though.
>Minecraft was really good up until the point when Microsoft bought it
I played until Notch's 1.0 release and it was fricking bad and severely lacking, here's a reminder.
The only thing that made it playable was mod packs.
>good features
>M$
Dwarf fortress runs like shit good examples would be:
>factorio
>Rollercoaster tycoon
>Ps3 cell cpu
Based answers but if df runs like shit how can your computer possibly run a game like factorio?
Because optimization and deliberate design can alleviate performance issues for complex simulations
It does run like shit but that's because the guy who made it is a mathematician and not a programmer, and he keeps piling up the spaghetti
Its simulation capabilities are fricking amazing tho
Wrong board
graphics are total dogshit though, looks like it's from the 80s lmao
Factorio is a marvel of engineering, i have 650 hours of (modded) playtime logged and have not experienced a single bug, let alone a crash, and I have never dipped below the games 60 fps
Even the modded content is very stable so they must have done a good job on the modding tools as well
Almost every simulation game struggles with performance at some point, even the ones that aren't visually impressive. Oxgen not Included for example is completely unplayable to me because the game was programmed by pajeets and you start dropping to <30 fps extremely fast. It's also buggy as hell
That's because the underlying architecture of the game is simple.
do you happen to have a 5800x3d?
Reading some of the writeups on factorio's code that the dev's put out really shows just how capable they are.
Source?
https://factorio.com/blog/post/fff-209
factio is fricking magic to me. I have no idea how they keep all that shit in memory and iterate efficiently over all of it. I have an ancient PC and it still runs buttery smooth.
>factorio
*freezes for 15 minutes auto saving*
>Oxgen not Included for example is completely unplayable to me because the game was programmed by pajeets and you start dropping to <30 fps extremely fast.
ONI has a full blown fluid dynamics simulation of gasses and fluids and even thermodynamics. you need to keep simulating these, there are no shortcuts or tricks to reduce load. each dupe has his own AI deciding task hierarchy and path. 80 dupes, multiple astroids, rocket missions and colonies will become intensive no matter what
ONI is good shit. Haven't played it in a while, is thermal/gas deleting still a thing?
https://www.reddit.com/r/factorio/comments/48gry7/steam_version_crashing_constantly/
>Yea posted it on the bug forums and it was my Rivatuner/afterburner overlay its fixed now. thanks though
what did you mean by this, anon?
23a was the last good version of df
How is it a technical marvel? Did they create exotic algorithms for the game?
Yes
It’s just feature creep the game, and people imagine algorithms that only exist in their heads.
Toy Story (Sega Genesis)
Doom
Quake
Why toy story?
I thought it was magic back when I was a kid because it had so much "3D" and had an fps segment that looks like Wolfenstein that ran without any real lag that I'd never seen done on a Genesis.
The dev is a youtuber and made a few videos explaining how he did it and it's really cool how he managed it.
Microtransactions are a great piece of technology that allows higher revenues from the average user.
Yeah horse armor was a breakthrough innovation in gaming. Nobody was quite israeli enough to sell worthless cosmetic garbage in a game as expansion content delivered over the internet before Bethesda.
I think battle royales are pretty technically impressive. You can have a guy shooting from a fourth story window at three guys in a truck and another guy flies by in a glider and joins the fray and the server can actually make some sense of all the info coming in from multiple game clients. Yeah it doesn’t always seem fair and sometimes the nature of the internet interferes with gameplay but still, the fact that it usually works is impressive imo
df is a fun and interesting game but it's not a highly advanced program at all. it runs like shit, has absolutely zero parallelism and the moron making it has sold out already, so it'll probably completely go to shit in the soon future
Quake III and its use of fast inverse square root
DF is very shallow. Most of the simulation happens in the background/is text flavor that has no actual affect on gameplay. Adventure Mode exposes this most obviously as you are at the level of the supposed "simulations" and not some disembodied invisible hand in Fortress mode. As an adventurer you can basically do jack shit to affect anything around you, besides commiting genocide or something. The world is basically static after world generation and most events is locked within world gen or at the two week timeskip as you load a save, and can't actually occur ingame. So basically they didn't happen. "Necromancer Black personhomosexual resurrected an army of fallen soldiers at the Cum Field where the Battle of Xiu Zhang between the Confederacy of BMWF and the Femboy Kingdom had taken place on Granite 8 of year 69", but you couldn't do anything like that playing as a necromancer.
It's just a dozens of structures with a million properties randomly running around and checking each other with if loops
PS2 era titles, then and to this day, blow me away with how much scope and ambition was on display with only 16MB of RAM and a 300MHz processor. It's honestly inspirational to see what those developers achieved in the early 2000s and probably the primary reason I find so much modern tech completely underwhelming.
>300MHz processor
It is hard to compare with a multitask computer, I wonder for any given game how much time will the pc actually spend working on it.
DF is more a marvel of human determination. Its hardly a difficult thing to program, its just amazing that he still is.
Stalker's AI is a good example of something that looks complex yet is doing absolutely nothing:
>Characters would now get quests not from dealers, but from the so-called smart terrains. A character’s life now worked in such a way, that he took the quest generated by some smart terrain, then walked to the destination it had set for him. After getting there, he would get points, and the smart terrain would take him under control for some time. Under the control of a smart terrain, the character prioritized and carried out the available tasks. This is how the game got faction bases, stalkers by campfires, and such. That is, migration of characters from place to place, their movement between levels, all was caused by changing goals.
https://www.gamedeveloper.com/pc/interview-inside-the-ai-of-i-s-t-a-l-k-e-r-i-
MSFS series
DCS World
Richard Burns Rally RallySimFans.hu
Live For Speed.
incredible realism
>Technical marvels
>DF
Nope nope nope nope so much nope. Are you on crack? This game was beyond dated when it came out.
This is one of the best threads ever on IQfy, blown away by some of the shit above and some games I've never played. Always kind of hurt my feelings that some video game programmers are probably smart enough to actualize world-changing algorithms, but instead devote their time to making remarkable games. Icing on the cake is that normies don't recognize/celebrate the insane creativity and uncommon intelligence while at the same time enthralled by the game.
Already mentioned, but how about Quake’s fast inverse square root? I think I could study computer science until I die and not come up with that. Another one is WoW being an extrapolation of WC3.
DF is definitely a technical marvel but not an optimized one.
If you want both technical marvel and optimized, how about Rollercoaster Tycoon?
Shit was written entirely in ASSEMBLY