Where have we heard this before?
Where have we heard this before?
Posted Aug 19, 2006 6:15 UTC (Sat) by piman (guest, #8957)In reply to: Where have we heard this before? by GreyWizard
Parent article: X.org, distributors, and proprietary modules
> We're lucky compilers and kernels don't need a unified vision and various skill sets.
Compared to games, they do not. A mediocre C compiler is suitable for a year-long project in a university CS program, for one or two students. A mediocre game is a year-long project for one or two programmers, one or two artists, a composer, and a game designer (who may or may not be one of the programmers). A professional game is the product of 20-50 people working full-time for 1-2 years.
The rest of your first paragraph is a strawman. It's not hard to find half a dozen artists who want to work on a game. It is hard to find half a dozen artists who want to work on the same game, and to enforce a consistent style between them when it's all volunteer work. (Try enforcing a consistent coding style, then consider if you had a team of programmers whose entire task was to work on coding style.) You'll see this problem across most free games.
> We have working demonstrations of impressive three dimensional features proprietary systems can't yet match.
To be really blunt, no. We have working demonstrations of impresive 3D features that are *on par* with proprietary systems. And we only get them on most systems by running proprietary drivers.
> Be patient. We'll get around to remaking the game industry in due time.
I didn't say it was impossible. I said you're not going to get there using a seven year old engine, or by ignoring the most popular kinds of games.
