Looking Back at Daikatana2?
by Steve Gibson, Feb 17, 2001 6:11am PSTScott was nosing around in the incredibly old Shack Archives (pre-database!) and came across an update (Scroll down to Thursday) with the first ever mention of Daikatana2. Worth a look er... a chuckle? This stuff is from 1998 btw.
Skyrim Workshop touts 2M downloads, 2,500 mods
Xenonauts dev promises 'proper remake' of XCOM
Binary Domain demo available this week
Shack PSA: Angry Birds on Facebook today
Resistance: Burning Skies dawns on Vita in May




Comments
http://www.planetquake.com/gldojo/
*sniff* gimme a sec ok ?
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i'm getting horny reading this old news.
What ever happend to VRGN ? There site is still active but it feels like a ghost town over there.
http://www.shugashack.com/archives/061999.htm
Half-Life actually not in the lead in # of players!
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It was beyond reason why the initial release had so much packed into it. With all that development experience available (specifically Hall, Romero, Spector, Porter), it's amazing that someone didn't say anything about sheer size of the project.
Also, too bad the archives didn't save comments.
Thanks!
-Lex
DAAAAAAAMMMMMNN!
Just boggles the mind that they could even be thinking about the next game, with all the crap that was going on with the first one.
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Tim Sweeney on OpenGL / Unreal [11:45 am]
Check it out, VE fired some email over to Tim Sweeney asking about the performance of Unreal using OpenGL acceleration. He has a few theories about the performance issues, here are a couple of them:
Theory 3 (general purpose equals slow theory):
OpenGL has a ton more options for texture formats, memory layouts, etc than OpenGL and Glide, so hardware vendors don't have time to optimize for all of those cases, whereas they can for Glide and Direct3D.
Theory 4 (Sweeney sucks theory):
Tim's OpenGL code sucks (judge for yourself, it's available on http://unreal.epicgames.com).
;-)
Hehe.