SIGGRAPH 2014 Video Shows Off Brand New Amazing Techniques For Glass,Plastic & Wood Physics
During this year’s SIGGRAPH event, Tobias Pfaff, Rahul Narain, Juan Miguel de Joya, and James F. O’Brien showcased some new amazing techniques for glass, plastic and wood physics that surpass anything we’ve ever seen (yes, even Nvidia’s PhysX effects). This video shows the future of game physics, though we don’t know whether current-gen consoles are powerful enough for such effects. Still, it’s great witnessing such physics effects in action, so go ahead and enjoy the video! Continue reading
Free-To-Frag: QuakeWorld’s Once-Planned Business Model
By Alice O'Connor on July 4th, 2014 at 5:00 pm.
When John Carmack started tinkering with Quake’s multiplayer code in 1996, his plans for the QuakeWorld client went deeper than TCP and UDP. Its new netcode made playing an FPS online over dialup not total garbage, sparking the multiplayer FPS explosion, but Carmack had also once intended for QW to be what we’d now consider free-to-play. Though the plans changed and this never happened, I can be endlessly fascinated by scraps of video game history like the time John Carmack thought about selling the right to have a name.
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