Talk:Hunter (video game)

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It has already everything[edit]

At a closer look, it seems like when you have written Hunter, you have already written GTA V. Just because everything is bigger and faster, it's still the same program. Graphics and physics into program 1, program 1 has an interface with which you can demand object information and send movement command, program 2 is a byte code emulator which processes scripts simultaneously, and program 3 takes user commands and receives information from the script interpreter to do the AI backtracking and path search which the script then feeds into the physics and graphics engine. You can run three programs at once with pipes. This even works under DOS without multitasking. Put them into a RAM disk and the time required for loading isn't the critical point. For speed, you mostly have to care in the inner loops. For graphics, you only need a central projection and a rotation on the coordinate axes. Program 1 now gets a second masking central projection that is done twice to darken the areas that aren't hit from the sunlight. The sun is so far away that it is only a point. For correct shading, CPUs and GPUs are still too weak. Also, physics and actor animations are very rudimentary. For example, a car is approximated with a bunch of spheres and from the billion ways it can be deformed after a crash, the game only supports 20 and then chooses the best matching pixel pattern with the best matching rotation (try each in a loop and always compare with the most similiar already found, then pick the closest one, rotation is tried out faster with several runs, first coarse and then with growing precision). You cannot integrate motion capturing sequences into collision control correctly. Go from state to state and play the loop, but the actor is internally still only a grid of a few connected blocks. They did great work to make the errors invisible. Scripts can be locked from each other and also can lock the other programs and wait and this is controlled with semaphore variables. Writing video games is as hard as becoming an astronaut?! I guess nowadays it's just a matter of budget. The more you invest, the better it gets and afterwards you even have more money. — Preceding unsigned comment added by 93.201.13.15 (talk) 08:14, 1 July 2016 (UTC)[reply]

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