Archive for the ‘Games’ Category

Infinity

Friday, July 24th, 2009

Someone is making the computer game I want to make, and doing it pretty much exactly how I would do it. Infinity: The Quest For Earth features a procedurally generated galaxy and planets with procedurally generated terrain.

This lets you see a whole planet from space and then fly down to its surface and see hills and mountains, like this:

Procedural generation of 3D environments reduces everything to a formula. It works for galaxies as well as mountains. This way you don’t need to store the location of every star in the galaxy in your computer’s memory. You plug your location into the formula and out pop the locations of nearby stars. To make the galaxy interesting and the right shape you use random number generators and probability functions. The random numbers aren’t really random, or you’d get a different galaxy each time. Instead you seed the random number generator with the same starting value each time so that it always generates the same galaxy.

The author of Infinity describes this in some detail, and there’s a video, which you really have to watch in HD to see the level of detail.

(I think if you wanted to simulate an entire universe down to atomic scale you’d do it something like this. But of course, the universe is real, we’re not living inside a simulation, continue reading…)

Infinity will have Newtonian physics, which I think is essential to immersion in a space game. The use of aeroplane-physics in Eve online is the main problem I have with that game. And I can only assume it will have a realistic galaxy with stars and solar systems on a realistic scale. This is rare in space games. The only time I’ve seen it done properly is in Frontier: Elite II.

So I hope Infinity is completed, even if it takes a long time. Although its author gets the community to supply artwork, it’s a one-man closed-source project, and they have a habit of disappearing.

Laissez Faire Virtual Banking

Tuesday, June 16th, 2009

Eve Online is a computer game in which 300,000 players mine, manufacture goods and trade with one another (in between shooting at each other). There is a player driven economy, meaning that neither the makers of the game nor the software control how players trade with each other. There is a market on which you can place buy or sell orders at whatever price you like.

Some players got together and started a bank within the game that takes deposits and gives out loans. Some of the bank’s money got embezzled. The makers of the game say they will not intervene, or bail out the bank.

Writing in the New York Times, Rob Cox thinks there are lessons here for governments handling real bank failures.

Doctor Who ARG

Monday, July 7th, 2008

The BBC missed a trick. After showing a phone number on screen in an episode of Doctor Who, fans naturally called it up. But the number went nowhere. What it should have done, is played a recorded message with a password to a secret website, and a series of clues leading to a prize hidden somewhere in the UK. That would have fitted right in with the way intergalactic dramas always seem to culminate Cardiff or London.

A Doctor Who alternate reality game. Would have been great fun.

Landing a 747

Thursday, May 10th, 2007

One of the reasons I love computer games is that they let you try out things you’d never get to do in real life. For me, the more realistic the better. So I play PC games. Lately I’ve been having a lot of fun with FSX, the latest version of Microsoft Flight Simulator.

Here is a video, taken with Fraps, of me landing a 747 in a crosswind. At the end you can see the same landing from a couple of outside views.

That was the default 747 that comes with FSX. I said the more realistic the better, which is why I have the PMDG 747 on pre-order. This models every switch, display and computer system on the real 747-400. To get some idea of what it can do, have a look at the type rating lessons.

Update: I made another FSX video of the RealAir SF-260 flying around Cape Canaveral at dusk. It looks fantastic, mainly due to the efforts of the FSX team and RealAir rather than any skill on my part.

Murder By Playstation

Thursday, July 29th, 2004

When I saw a story on ITV News last night, in which the mother of a murdered boy claimed he had been killed because his murderer had played the computer game Manhunt, I decided it was too ridiculous for comment. The report was almost funny: the news reporter earnestly describing how violent the game was voiced over images of a badly animated character splattering cartoon blood around. This kind of story comes around every once in a while and then fades away again.

It’s understandable for a grieving mother to lash out and blame something at random, less so for the press to sieze the opportunity to create a frenzy, as they would appear to have done. I wonder if the traditional media is afraid of computer games because they represent time not spent watching TV, or if this is simply another opportunity to whip up a storm over nothing, get all sanctimonious, lobby the government and then claim victory when Something is Done About It.

Depressingly, it is working already. Dixons (a company I’ve never had any respect for in the first place) are apparently removing the game from shelves. Hopefully that will be the limit of this ludicrosity, but it shows how little it takes before people begin clamouring for censorship.

Update: It would appear the link between the game and the murder is even more tenuous than I thought. It was the victim that had the game, not the murderer.

Driving Simulators

Tuesday, July 20th, 2004

I’ve always enjoyed realistic driving games that attempt to simulate the real world physics of car control as much as possible – as opposed to arcade driving games. Most of the reason is that they’re so much more challenging; the rest of the reason is that I can pretend that skills I’m learning in a racing sim would translate to real racing.

This isn’t quite true. In a real car you can feel the forces and the movement, wheras a simulator has to convey this feedback visually and aurally. The best ones have realistic sound that provide information about the engine, transmission and tyre adherence — a bit of a squeal and you’re close to the limits of traction — a cockpit rendered in 3D that allows the driver’s simulated head to move forward, back, left and right in reaction to the forces on the car, and force feedback that gives information about bumps in the road and the grip of the front wheels through a turn (this thanks to a force feedback wheel like my trusty Logitech MOMO Force). All this means that to become good at a driving sim you have to learn to read these signals rather than the ones you’d experience in a real car.

Having said this, what’s most important about a driving simulator is that it has as realistic a physics model as possible. Development teams go to great lengths to recreate the effects of the car’s suspension, aerodynamic surfaces and weight distribution; and the way the tyre pressures and temperatures change over time and the effects this has on grip. The better the physics, the more real world racing techniques can be applied to the game.

This works so well that there is a well known web site called GPL Foolishness that describes how to drive the ideal racing line, the importance of corner exit speed, and how to trail-brake. It was written for Grand Prix Legends — an older game with one of the best physics models ever, and still available from Sold Out Software (who have an appalling website; you’ll have to find it yourself under “sport”) — but the techniques can be applied to other simulators and real racing. Even books about racing techniques can help.

Currently my favourite racing sim is Live For Speed. It’s an online game developed independently by a British team who are releasing it on the web in stages. S1 has been out for a year and features several cars and tracks to race on. Best of all it’s very easy to find a server and join a race, and racing against real people is much more fun than against artifical intelligence. It’s good etiquette in online races to avoid crashing and taking out half of the field, so thankfully LFS lets you practice offline and has a credit system that keeps you out of the more powerful, harder to drive cars.

Another good one is NASCAR Racing 2003 Season from the now defunct Papyrus, the people who brought us Grand Prix Legends. There’s a lot more to driving around an oval than you might think, and it leads to some incredibly close, tense racing.

And there’s plenty to look forward to. GTR is a GT racing sim developed by SimBin, whose CEO is a GT racing driver himself. I’ve played the press demo (password GTR_Press_Demo) and it promises to be immense fun.

Live For Speed S2 is in testing, and features new cars and tracks, better graphics, and possibly some damage modelling for the first time.

Richard Burns Rally looks to be the first proper rally simulator, with full length courses and the most unbelievably detailed physics modelling ever. (“The engine model in Richard Burns Rally simulates all of the working parts of a four stroke internal engine and each individual combustion cycle.”) I’m particularly looking forward to this one. Unusually for a simulation, it’s already out on consoles, but the PC version promises to be even better.

More information about many more games, current and upcoming, can be found at Race Sim Central. In particular their forum section is not to be missed.

Games To Look Forward To

Saturday, November 29th, 2003

My interest in PC Games has so far been under-represented on this blog. To remedy this, here is a list of the up and coming games that are getting my juices flowing.

  • Half Life 2 – Let’s get the obvious out of the way first. Everyone who even passingly likes computer games is following the progress of Half Life 2 with eager anticipation. The first Half Life is still the pinnacle of single player first-person shooters, and one of the few games I’ve ever played all the way through. This sequel promises to revolutionise FPS graphics with real-time shadows and bump mapping galore. Add to that the impressive physics demonstrated in the preview videos, and the fact that, well, it’s Half Life, and there’s no way I’m going to miss spending several hundred pounds upgrading my PC so I can play it.

    Half Life 2 is expected sometime in the Spring.

  • X2: The Threat – Yet another reason to upgrade, this time the real-time shadows are cast by planets and space stations onto ships and asteroids. It’s an open ended space trading and combat fest in the tradition of Elite, which, as we all know, is the best computer game ever. X2 has a huge universe to explore and allows you to build your own space stations, fly anything from a tiny fighter to a multi-turreted carrier, and recruit fleet of wingmen.

    The European release of X2 has been delayed for a couple of months, but it will be shipping from DVD Box Office in Canada any day now.

  • Deus Ex: Invisible War – Another long awaited sequel to another superb single player FPS, this one has recently suffered from the release of a slightly disappointing demo. However, having adjusted some settings to make it feel less console-y, and played it through a few more times, I’m starting to warm to it again. The twist of Deus Ex is that it offers multiple ways of achieving each goal. For instance, to get into a secret base you might shoot the guards, sneak in through the ventilation system or hack into the security system. Its branching storyline means that the way you play and decisions you make at key points affects the plot. This is what makes it unique. Despite its shotcomings, Invisible War’s demo shows that these features are equally to be found in the sequel.

    The developers, Ion Storm, are being somewhat shady about release dates.

  • Lock On: Modern Air Combat – I’ve always loved flight sims, and with increasing development costs for games and the low returns of such a niche market, they’re few and far between these days. LOMAC lets you fly a variety of Russian and American jets, including the famous A-10. The terrain and object modelling is some of the most detailed ever seen in a flight sim, and the flight models and avionics are about as realistic as you could hope for. There’s even a community supported, 300 page leather bound manual. Trust me, that’s a good thing!

    LOMAC is released on the 5th of December.

  • S.T.A.L.K.E.R: Oblivion Lost – Out of nowhere (or more accurately, out of a development shop in the Ukraine), comes Stalker. It hardly seems possible, but Stalker seems to have even better graphics than Half Life 2; see the videos to believe it. Stalker is a first-person shooter, with Elite-like open-endedness, set in a 30km square exclusion zone around Chernobyl. You can explore the environment, walking or driving vehicles, seeking artefacts to sell, avoiding radiation, defending yourself against mutants, and trading and fighting with other humans. Days and nights pass, so you must find food and sleep occasionally. Weather is modelled dynamically, including rain, thunderstorms, and wind that rushes through the bushes and trees.

    Stalker looks like it will be the most stunning FPS yet – but don’t hold your breath. It’s currently billed for a Spring/Summer 2004 release. Plenty of time to get that PC upgraded, at least!

  • Richard Burns Rally – Driving games can be extremely cathartic, providing instant fun and endless replayability. For me, the more realistic the better. To date there hasn’t been a completely realistic rally game. Although car physics are modelled very accurately in some games, damage modelling has always been lacking, and the stages are never as long as real-world stages. Richard Burns Rally looks set to provide all this in one game, with realistic physics, full length stages and touch-a-tree-and-you’re-out damage modelling. It looks beautiful, too.

    Richard Burns Rally is due some time in 2004.

Update: There’s an excellent article about Stalker on Eurogamer, which describes how the team visited Chernobyl for research. It’s also revealed that the game is inspired by the movie Stalker, which was made by Andrei Tarkovsky, who brought us the original version of Solaris.
It seems that people who work in the Chernobyl exclusion zone also call themselves stalkers.