Dragon Age: Origins Toolset Movies
In case you are interested in the Dragon Age: Origins (PC) toolset, BioWare has released a six part video series detailing its features. This was originally shown at this year's Penny Arcade Expo.
In case you are interested in the Dragon Age: Origins (PC) toolset, BioWare has released a six part video series detailing its features. This was originally shown at this year's Penny Arcade Expo.
Five more videos follow
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if a company is worth $X it means they're good at making business decisions... and if buying a license for vista for every member of the team isn't a good business decision for whatever reason, why do it just because "its the superior alternative" ... the pro's need to outweigh the cost of all licenses and any other costs associated with it (which may include training as well as other non-licensing costs that most people wouldn't think about)
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Being the superior alternative would be a pretty good reason - no? Going by your logic, Vista is obviously not superior enough to warrant the effort, which is in itself a testament to the platform's success, or rather lack thereof.
Anyway, they do have to test against that platform, so they should have it. To what extent though, that's a separate question.-
You work in a dev environment? There are tons of programs devs use that may or may not work with Vista. Or they may not work as well, or they work differently. Frankly, I have zero interest in moving to vista (at work, I have it at home) b/c I'm very comfortable with old excel, word, etc. and I'd rather not have to re-learn something new.
Everyone will have Vista soon enough. It's just asinine to change to something (and it's a bigger change than you think) while trying to ship a major game (or two or three).
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Ya know, if a dev is more comfortable with XP coding, then so be it. I wouldn't be surprised if some devs prefer to code on a *nix machine, not like it really matters in the end anyway.
Testing code is generally for your QA and build team, especially for game development. They're the ones that are going to have sets of rigs to test your engines and work so far, and it doesn't matter what kind of machine the code was initially written on.
I write windows code all the time on my laptop with linux on it. Different strokes for different folks. -
Many devs are using Vista (or are goig to it shortly) due to the huge size of source game assets. Address space fragmentation is a very real problem depending on how the build pipeline works. Other items, such as offline light calculations, may be simpler to implement if you don't have to worry about a 200 meg allocation failing.
Many devs are still on XP because changing OSs mid dev cycle has some intrinsic risk. Before switching, it has to be verified that all third party tools/tool plugins/etc work on Vista. Many devs still on XP will probably switch after their next title(s) ship.
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