Sony Endorsing Open Graphics Format For PS3 191
News for nerds writes "At the tech talk as part of the forthcoming SIGGRAPH 2004 conference on August 11th, an open graphics file format for the interactive 3D [videogame] industry called COLLADA will be unveiled by Sony Computer Entertainment. COLLADA is supported by major 3D toolchain companies including Alias, Criterion, Discreet, Emdigo, Novodex, Softimage and Vicarious Visions. If you combine this with the recent news that Sony has joined Khronos Group to support OpenGL/ES, OpenMAX, OpenVG and OpenML, it seems evident that Sony is quietly fighting back against the loudly trumpeted Microsoft XNA (/. coverage) with its plan of an open game development platform."
My head hurts (Score:5, Funny)
Re:My head hurts (Score:5, Funny)
Re:My head hurts (Score:2)
Not in CT [alexkrupp.com] you don't.
Re:My head hurts (Score:3, Funny)
This is either a brilliant pun or a spelling error. My guess is the latter.
Re:My head hurts (Score:2, Redundant)
You must be new... *g*
Seems logical (Score:4, Insightful)
Re:Seems logical (Score:4, Insightful)
Or, it becomes cheaper, but you still have to go through Sony to license your game to publish it on the PS3. That would cut out poor games that could hurt the PS3's image (and because of open standards, like OpenGL (well, it has a published API at least), even if you don't get it on PS3, you can still release it on other platforms, like the PC).
Re:Seems logical (Score:4, Insightful)
Personally, i'd rather pay 5$ a piece for 10 mediocre games, then pay 50$ for the latest must-have-super-franchise-sequel-seen-everything-
Openness and well documented specs will benefit everyone. Just because there will be more lower quality games (not disputing this), doesn't mean that you won't still get to blow your wad on Super Mario 8 and Sonic 12 Adventure Battle or whatever it is.
Re:Seems logical (Score:3, Interesting)
I kinda don't want to see the PS3 fail, since I've always liked the playstation a little better than the rest. I wouldn't want it to fall to something like that.
Re:Seems logical (Score:1)
If Sony is hurt in this way, it will stifle their ability to innovate and push new hardware and software concepts.
Software titles aside, I really like the parallelism and graphics system of the PS2. I can't wait to get my hands on the PS3.
Re:Seems logical (Score:5, Insightful)
Ie; quantity vs quality. AFAIK, it's much harder to get your game approved for market for Gamecube or Xbox than it is for Sony. Go down to the used game shop and just look at the stacks and stacks of pure crap in the PS2 and PSX bins. "Hooters Racing" comes to mind. Yeah, lets take this horse-turd joke of a racing game, stick in a couple still publicity photo's of Hooters girls, and make some bucks.
I'm not saying every PS2 game is shit, some are great. I'm just saying that the "bury 'em in titles" philosophy has worked well for them in the past.
When you walk into Best Buy and the PS2 section is twice the size of the Xbox and GCN sections, that makes a big impact on your average shopper.
It's also how gameboy buried all of it's competition over the years.
Re:Seems logical (Score:2)
Re:Seems logical (Score:2)
Most of the exclusive games for PS2 are pretty mediocre, and it has far more of them than Xbox or GC.
Compare the XBox exclusive Blinx to the PS2 exclusive series Jak & Daxter, Ratchet & Clank, and Sly Cooper.
That's not really fair. Why wouldn't you use a quality example, like Voodoo Vince for Xbox?
Works both ways, too - what quality exclusive rail-shooters does PS2 have that compare to a masterpiece like Panzer Dragoon Orta?
All this syste
Re:Seems logical (Score:2)
Re:Seems logical (Score:2)
This has always been sony's strenght, and is one of the reasons that Sony beat out Sega and Nintendo during the 32bit console wars (the other reasons being mainly Nintendo and Sega both shooting themselves in their respective feet). If you have the money to make a game an dpay sony's licensing fee, then you can make a PS2 game. Sure this leads to a lot of crappy games, but it also is what leads to really Unique
Re:Seems logical (Score:2)
Can you name some examples ? As over the years I found Nintendo way more focused on getting 'different' games out there.
Re:Seems logical (Score:3, Insightful)
So hey, M$ is good for one thing. Getting their competitors to open things up. This is actually good (although sony doesn't seem the to be a likely source of openness... i'll wait and see on this one).
Re:Seems logical (Score:5, Informative)
Partially.
It's a multi-processor machine - It has (only) 7 "cpus".
You think multi-threading is hard with 2 cpus?! Try keeping the EE (main cpu), VU0, VU1 (the 2 vector units, with 4K and 16K of RAM respectively, used for physics, and transorms, respectively), the GPU, and shuttingling data from the IOP to main ram, and IOP to the SPU, ALL in sync, *without* data stalls. Gee, you think this is trivial?
> Having Linux (which the PS2 does) doesn't seem to have made development any easier.
I'm not aware of any professional game developer using linux on the PS2. It already has it's own propiertary OS - you don't need a more bloated one. Every K counts, when you only got 40 megs total RAM.
You only have 4 megs of VRAM (video). After reserving memory for the screen (640x480), double-buffered, and a z-buffer, you only have ~ 2 megs left. Guess we'll have upload textures every bloody frame. Shit, how come we're out of main memory?! Fortunately none of the sound data has to even touch main memory.
> The developers that don't have a huge budget can't afford to make PS2 games, they flock to Xbox.
Dev kits are expensive whatever route you go.
One of the factors is that the XBox is way easier to develop fore. Most PC developers can easily get a handle on the 733 Mhz + GeForce 3.
--
The evolution & supposed pre-ancient history of man is a crock...
One of the many proofs that something intelligent existed long BEFORE man supposed came into being:
Progression of "apparent" history of "man" - Hominidae is 3 millions years old [toyen.uio.no]
Geological Time Frames perspective [talkorigins.org]
A machined 3D relief map 120-million years old in a 1-ton stone, with inscriptions. WTF?! [pravda.ru]
Re:Seems logical (Score:2)
Sony Who? (Score:3, Informative)
Re:Sony Who? (Score:3, Interesting)
Truly amazing... Well, kind of amazing (Score:5, Interesting)
Sony, known for pushing proprietary interfaces, is backing open standards. Pure pragmatism at its finest - Microsoft is pushing a closed standard, Sony wants to fight Microsoft, and the only effective way to do that is to be the opposite of Microsoft. Hence, make it as easy as possible to port games to the PS3. Of course, Microsoft is making it as easy as possible to port Windows games to Xbox, but that's just more lock-in as we have all come to know and hate it.
This is great news for everyone, because a giant like sony supporting open standards can only be good for us, so long as they don't pull a microsoft-like embrace and extend. So far though, Sony has been pretty good about that, choosing instead to create their own completely separate competiting formats when they want to try to kill a technology, which is infinitely preferable in my mind.
Re:Truly amazing... Well, kind of amazing (Score:5, Insightful)
This is just Sony listening to developers, who didn't care for the PS2 dev kits and all the wacky proprietary calls.
The focus inside the industry really isn't on ports, it never has been. Ports, by rule of thumb, sell very poorly. Are you going to buy Doom 3 for Xbox and PC? Given the choice of one or the other, which would you choose? So would I.
From the developers perspective, it's good to get your game to the widest possible audience. That means, if practical, PS2, PC, XBOX, and GCN.
But, Sony (and MSFT or Nintendo for that matter) thrive on *excusive* titles. Believe me, Halo sold more Xboxes than probably every other Xbox title combined. Ditto MGS or GTA3 for PS2. Nintendo's stable of exclusive titles is well known.
Anyhow, Sony picking library A over B has shit all to do with competing with Microsoft, embracing RMS's values, or any of that. It was just a decision they made based on feedback from their first tier developers.
Re:Truly amazing... Well, kind of amazing (Score:2)
I wish I could agree with you but I can't. Microsoft is the 800 lb gorilla. Sony is about 750 lb. Right now they have dominance because they have a better name and more developers, but yor average gamer doesn't care that Microsoft is the ultimate computer industry embodiment of evil, they just care where the games are. As Microsoft continues to flush money down the game console hole, they will build up more and more of a reputation.
The
Thinking about the X-Box... (Score:2)
I'm a Mac owner, with a dual g4 450.
Re:Thinking about the X-Box... (Score:2)
Re:Thinking about the X-Box... (Score:2)
A bottom-of-the-line PC that will barely handle Doom3 (again, at 640x480) was specced by my coworker at ~480$, which is still 280$ more than X-box + Doom.
Ports as games you play. (Score:2)
Yea, me too. After not having to deal with Windows or any random other problems when I played SW: KOTOR on there, I'm really looking forward to not having to buy any fancy new video cards for playing Doom 3. Plus I get to enjoy co-op play with my friend via XBL, so I'm gett
Re:Truly amazing... Well, kind of amazing (Score:5, Funny)
Re:Truly amazing... Well, kind of amazing (Score:2)
Care to expand that to foes, fans and freaks, Mr. Sun Tzu?
And don't get me started on friends of fans, foes of freaks, Friends And Family, Garfield And Friends, and Fee Fi Foe Fum.
Re:Truly amazing... Well, kind of amazing (Score:2)
Consider what they are asking for, how many people in the whole gaming industry possess those skills? Consider Sony's dominance in the console gaming industry and their considerable presence in the computer gaming industry...
They don't already know who that person is? How do you develop that skill set and not be known industry wide? Even if you are that clueless, look at the top games released in the last few years, revie
What the hell are you talking about? (Score:5, Insightful)
Sony the freaking GAME MAKER is not all proprietary. Take a look at what they did provide on the PS2:
Linux port
Standard DVD player (if they had done what the gamecube did piracy would have been harder)
Bog-standard USB ports
Standard Firewire port.
Seems like they were doing pretty good to me! Yeah I would have liked to see them use CF cards for game saves (or even thier own memory sticks - how many memory formats does the world need)? But they did better than any other console maker at supporting standards already, this is just another step in that direction. I don't think it's fair to label Sony the company as a whole with the brush of proprietary formats.
And as a sidenote all the sony vidcams use standard firewire and standard tapes. Even the laest Sony camera uses CF cards (and memory sticks)! Sony is waking up.
Re:What the hell are you talking about? (Score:3, Informative)
Surprised there has never been an adaptor then (Score:2)
Is that whole "MagicGate" thing part of memory sticks as well? I had thought that was PS2 memory only.
Re:Surprised there has never been an adaptor then (Score:2)
Re:What the hell are you talking about? (Score:2)
Take it a little easy on them, imagine the poor guys pushing to put that CF card in there! It should spread downward, though I agree it is slow...
I would feel sad about new PS2s not having firewire ports but they didn't ever make use of them! I can't believe not even the EyeToy is firewire. Just because they didn't
Crossed wires (Score:2)
So, let me get this straight. When they're in charge of the market, in this case the console market, Sony plays with open standards. But when they're in a market that they have little share over, say mp3 players and online music distribution, they go with about as closed a standard as one can muster.
Sounds like a couple of people accidently switched briefcases in the lobby of Sony to me.
Re:Crossed wires (Score:2)
I think (but don't really know) that the logic went like this: They're gods of the console market and want to stay that way, in order to do this they must attract developers. The PS2 was hard to develop for even though [slashdot.org] they used a linux development system with gcc, because it's hard to really utilize the system and keep the vector units (where the majority of the PS2's power is) busy at all times. This was the same reason that the Saturn got its ass kicked, it was too hard to write games for. You could do
Finally... (Score:4, Funny)
Time to put in my letter of resignation for the current job...
Collada? (Score:5, Funny)
Good for them... (Score:4, Insightful)
The problem I have is with the game companies themselves because making money from games and having a constant supply of good quality games are mutually exclusive.
For starters, I don't understand why there is a necessity to constantly re-invent the wheel and create gaming engines from scratch just about each time a new game is released. Surely it would be better to throw out the source code to current gaming engines to the Internet community to see what enhancements get added as a result - sure, keep the level design, textures, etc. for a specific commercial game that uses that engine under wraps so that, as a game company, you can make money from it.
One advantage that consoles have over a PC is that developers for a console platform must constantly "push the envelope" to get the console to do more and more as time goes on - this, in turn, creates better, more efficient coding. On the PC, the expectation is that users simply upgrade hardware to meet the requirements of a new game, no games developers get long enough with a particular, say, graphics chipset to fully understand what they can get it to do and, as a result, we, the end users, end up with sloppily coded games that need constant upgrades to get them to work properly.
My point is that we need a return to the good old days of the Commodore 64, ZX Spectrum & Amiga when it was possible for "bedroom programmers" to create good quality games. Sure, games were much smaller then but that's why game development environments like XNA, SDL, etc. exist now in order to cut down the development times. What would really put games development back into the hands of single programmers or small groups of game designers, is having access to the core engines as well so that the most important aspect of game design, the initial good idea for a game design, can become tangible much easier.
Incidentally, I don't, for one minute, expect this to happen because there are far too many concerns about making money (which is why money and good games are mutually exclusive in my view) but it would be good to see the games buyers become a lot more discerning when it comes to purchasing games.
Sure, we all own games that we feel were worth the money and that provide us with good entertainment but I guarantee most game players have spent far more money on disappointing games than good ones.
Re:Good for them... (Score:5, Insightful)
As to why they are doing it, I haven't got a damn clue. Perhaps something to do with licenses, since there currently isn't any XBox/PS2/GC open source engine, is there?
Re:Good for them... (Score:3, Insightful)
Coding your own graphics engine in your college "vector calculus for programmers" class is one thing; coding one for a commercial video game is quite another. Building off of others' work is the only way we (as an industry, or indeed as a species) get anything useful done!
"If I have seen further [than others] it is by standing on the shoulders of giants." -- Isaac N
Re:Good for them... (Score:2)
Re:Good for them... (Score:4, Insightful)
Because it is easier to spend $umpty million than it is to green light an original idea.
Sure, games were much smaller then but that's why game development environments like XNA, SDL, etc. exist now in order to cut down the development times.
Which is then replaced with $umpty million for art work, levels, monster designs, etc. (note no story, characters or anything that might require a WRITER).
Sure, we all own games that we feel were worth the money and that provide us with good entertainment but I guarantee most game players have spent far more money on disappointing games than good ones.
Agreed.
Copy and paste comment (Score:2, Informative)
Re:Good for them... (Score:5, Insightful)
It's not gonna happen. (Not that you seem to believe it yourself)
The first movies were made by the Lumiere brothers, who invented the projector.
The first photograph was unincidentally taken by Niepce who unsurprizingly was the inventor of the first camera.
It follows naturally that the first computer games were written by computer hobbyists and programmers.
I believe however, that the day of programmers as the major creative force in computer games is over. Like the cinematograph and the camera, the computer has been accepted as an artists' tool and computer games as a medium. It's part of the entertainment industry now. And with that comes the high-budget, polished productions that cost money and bars the entry of amateurs.
Sure, now and then a small independent film made on grainy 16mm film unexpectedly breaks through and receives a cult following, and I expect something similar for amateur computer games in the future.
But the days when a guy sitting in his basement could produce a major computer game hit is simply over.
Re:Good for them... (Score:2, Interesting)
It's not gonna happen. (Not that you seem to believe it yourself)
The first movies were made by the Lumiere brothers, who invented the projector.
The first photograph was unincidentally taken by Niepce who unsurprizingly was the inventor of the first camera.
It follows naturally that the first computer games were written by computer
Re:Good for them... (Score:2)
It got its popularity while being the game with 3-4 programmers/artists.
Never say never
Re:Good for them... (Score:4, Interesting)
Because programmers enjoy the challenge of pushing metal to the limit. And for those people who have the skills and experience to do such work, companies are willing to pay extremely good money. Whenever a team finishes a project, everyone already knows at least ten things they could do better or would like to add to improve the title.
Plus rewriting an engine from scratch helps keep a clean, while getting rid of any crufty glue code that may have crept in during the previous project. Not forgetting that the hardware is constantly changing. Look at the evolution of the OpenGL extensions: from matrix blending to vertex programs and from register combiners to fragment programs.
Most of the major titles reuse their development tools (racing titles, sports) and just add new features. Audio, image and compression libraries only need to be written once.
My point is that we need a return to the good old days of the Commodore 64, ZX Spectrum & Amiga when it was possible for "bedroom programmers" to create good quality games. Sure, games were much smaller then but that's why game development environments like XNA, SDL, etc. exist now in order to cut down the development times.
"Bedroom programmers" haven't gone away, they're writing open source games. If you have a Linux system, have a look at all the open-source games available (either under kde-toys or at freshmeat.org).
Re:Good for them... (Score:5, Interesting)
The problem I have is with the game companies themselves because making money from games and having a constant supply of good quality games are mutually exclusive.
Thats what Sony does. While Nintendo has fewer games their quality meets Nintendo's standards. Sony will let just about anyone create a game for the PSX, and thats what made it wildly popular. Independent labels (ok, not bedroom programmers) were able to get into a market with the big guys and thats where we saw innovation. Then again, among the hundreds of games for the PSX we're going to have a ton of crap. You've got to take the good with the bad.
For starters, I don't understand why there is a necessity to constantly re-invent the wheel and create gaming engines from scratch just about each time a new game is released.
Most PC games license engines. A few years ago there were really only a copule of engines being used for FPS style games at least. I cant count how many games I've played on the Quake3 engine.
Surely it would be better to throw out the source code to current gaming engines to the Internet community to see what enhancements get added as a result
id gives the source away to its older games. If it didnt, the amazing port of Quake to Pocket PC would not be possible. I cant wait for the source to quake 3 to be released!
My point is that we need a return to the good old days of the Commodore 64, ZX Spectrum & Amiga when it was possible for "bedroom programmers" to create good quality games.
"Bedroom programmers" are still able to make good games, but not by themselves anymore, and they're not really games, they're called mods, or TC's and they're one of the things that will get your foot in the door in the gaming industry. Take a look at the wildly popular Half-Life mod Counter-Strike. I know tons of people who bought HL just for this mod, which started as a hobby project by a VT student (someone correct me if it was another university).
Incidentally, I don't, for one minute, expect this to happen because there are far too many concerns about making money
If you want to make games, then by all means do so. Nobody is expecting you to code away an awesome engine, draw fantastic graphics and models, and design interesting levels all by yourself. Get the doom3 SDK when it comes out and spend a week RTFMing and experimenting. Get on a project or start your own, maybe it will get popular, maybe it will be mentioned on slashdot, maybe you'll get picked up by a game company, I dont know, but I do know that complaining on slashdot about how its not like the old days isnt going to get you very far.
but I guarantee most game players have spent far more money on disappointing games than good ones.
Thats why theres suprnova and usenet. Its called try before you buy. or just buy the game and if it sucks take it back and say you didnt agree to the EULA. I played Call of Duty, which was awesome. Finished it and wanted more WWII action, so i bought metal of honor, big waste of money, took it back, said i didnt agree, no questions.
Now dont get me wrong, im not encouraging piracy, just dont waste your hard earned cash on crap, its common sense. support the developers and become one if you so wish. I for one will be buying doom3 the day it comes out. I'm not going to bother with a demo, I'm not going to pirate it, I'm going to *proudly* display my box on top of my monitor. I dont need to try before I buy, its id, its going to rock.
Re:Good for them... (Score:5, Insightful)
Two URLs for you:
http://www.renderware.com/
http://www.idso
Many games are based on the Renderware engine from Criterion. They were just bought by EA this week.
Many other games are based on the Doom and Quake engines from id.
There are other gaming engines besides those offered by Criterion and id - physics engines, particle engines, rendering engines...
Many game developers don't feel the need to write their own wizzy engine. Grand Theft Auto 3 and its sequels are all based on Renderware, for example. In fact there are several hundred games in development right now that use Renderware.
Re:Good for them... (Score:2)
Re:Good for them... (Score:2)
Well, simply b
Comment removed (Score:4, Interesting)
Re:So, where does this actually fit in? (Score:2, Informative)
Speedier game releases, lower development costs? (Score:5, Interesting)
The additional upside to this is that decreased development costs is good for the bottom line, which would decrease the likelihood that any given game publisher will go out of business, seeing as how they seem to die off with alarming regularity. And the upshot of this is that longer-lived publishers tend to increase the quality of their products over time thanks to experience.
Or maybe they'll just blow the money on ale and whores.
Re:Speedier game releases, lower development costs (Score:5, Informative)
Re:Speedier game releases, lower development costs (Score:2)
OpenGL is an open API, meaning that the API spec is published openly and anyone can implement code that follows that spec, whether it's an application or a driver. The drivers though that follow this API don't have to be open source, and usually aren't. The same applies to applications that use it.
I believe the same applies to the other APIs that are being talked about here.
Sony will, I am sure, have their own proprietary implementations of the
Re:Speedier game releases, lower development costs (Score:2)
Yeah, technically 7.
The VU0 has only 4K of RAM. (usually used for Physics calcs)
The VU1 has 16K of RAM. (Usually used for T&L)
It only has 1 GPU.
You need a good mesh stripper to get maximum performance out of the beast.
--
Original, Fun Palm games by the Lead Designer of Majesty!
http://www.arcanejourneys.com/
Re:Speedier game releases, lower development costs (Score:1)
The Sega Saturn, now that was a beast. Processors everywhere and no inherent capabilities for sound and movie compression.
Re:Speedier game releases, lower development costs (Score:2)
Unfortunately, the increase in resource requirements for a next-gen title (Xbox2, PS3) is huge. This may be Sony's attempts to get a handle on that, but they're slowing the trend down-- not reversing it. Next-gen titles will require larger teams (and larger budgets) than the current generation.
Which, of course, will make publishers even more risk-averse than they a
More open standards on the way.... (Score:4, Informative)
Just wanted to point out that the w3C recently published their intention to have a finger in this pie. With this [w3.org], they hope to be able to support graphic formats that are representable in XML - notably SVG.
Re:More open standards on the way.... (Score:1, Funny)
Seriously, images...xml, wtf?
Re:More open standards on the way.... (Score:2)
<image width="1280" height="1024>[binary image info]</image>
Where the entire frame is rendered in a single binary element. Just guessing though.
Ok (Score:5, Funny)
Redemption XII: Soaked in Money: The Curse: $Random Noun: The Sequel was delayed indefinitely to make use of the new graphics format. Management was unavailable for comment as they were busy opening another package of croutons.
Re:Ok (Score:2)
Been done before (1995!) (Score:4, Insightful)
It was called
keystone [google.com] back then.
Re:Been done before (1995!) (Score:3, Interesting)
Back then, SGI Indy workstations still didn't support OpenGL with hardware texture mapping, and console systems didn't have the memory to support high detail/resolution models. It didn't help that SGI workstations where so expensive, which allowed Micrsoft to muscle Windows NT in with the claim t
Re:Been done before (1995!) (Score:2)
I take it you called Carl 10 yrs ago?
A small grain of salt (Score:2)
It takes a shove (Score:2)
Re:It takes a shove (Score:2)
Re:It takes a shove (Score:2)
nes (Score:4, Funny)
All very well but... (Score:2)
Pity Us Poor Mac Users... (Score:5, Funny)
And yet we Mac users, who've had both for ages now, are out in the cold in the gaming market.
Tanj. (There Ain't No Justice.)
More like luke-warm (Score:2)
Of course, then I read about Half Life 2 and I feel the need for a sweater.
Japanese a plus (Score:1, Troll)
Re:Japanese a plus (Score:1, Insightful)
Forget graphics, what about sound? (Score:1, Troll)
What about other infrastructure pieces? (Score:4, Interesting)
DirectX (and XNA) detail more than just graphics.
You also have sound, storage management, process control, peripheral access (joysticks, etc.), and communications (broadband, dialup, etc).
To truly be an open standard, all of above need to be addressed.
And of course, once the above are agreed upon, deploying those same games on Linux becomes possible, without any added significant development costs.
(I specifically did not mention content protection)
Re:What about other infrastructure pieces? (Score:2)
An open standard doesn't mean a standard with a lot of features, it means one that an industry collaboratively agrees on and adopts. Many open standards with smaller scope could combine to give all the benefits of XNA. Indeed, OpenGL is for graphics, OpenML is for media authoring and storage, etc.
XNA, just because it has a bunch of stuff in it, is not an open standard. Microsoft is solely responsible for its development.
Re:What about other infrastructure pieces? (Score:2)
I never stated XNA was an open standard. I stated that if we want a Open gaming standard to counter Microsofts XNA/DirectX, then graphics alone will not address the issue.
OpenGL, OpenML, and the other specs listed only cover graphical parts of what XNA/DirectX addresse. Other open standards that game developers would use for a cross platform development environment need to exist, and cover what I mentioned.
Yes, other smaller standard exists, but many duplicate each others functions. What I am stating is
Simple.... (Score:4, Informative)
Standard is Good for Developers (Score:3)
I hope that PS3 will be OpenGL-like and support open formats because it reduces the cost to developers and increases portability between platforms (Xbox -> Xbox 2 will be a much easier engine port than PS2 -> PS3).
-m
Sony and Microsoft (Score:5, Insightful)
Re:Sony and Microsoft (Score:2)
BSD Mandatory (Score:2)
I'm working on an open source driving simulator and we're using ODE to dramatically cut the development time, looks like Techland [xpandrally.com] figured it out with Xpand Rally. It's refreshing to see rampant innovation due to the reuse of code.
Glue? (Score:2)
An open graphics format is cool... (Score:2)
MicroSoftImage (Score:2)
Re:MicroSoftImage (Score:2)
The *used* to own all of Softimage, but since 1998, they just invest in them.
Re:MicroSoftImage (Score:2)
Re: (Score:2)
Microsoft ownz OpenGL (Score:2)
So, how long before this initiative is buried under a mountain of patent litigation, or the licensing fees are jacked up to make XNA cheaper?
Re:Microsoft ownz OpenGL (Score:3, Interesting)
As for the patents, do try to pay attention:
http://www.theregister.co.uk/2002/01/
It was covered on Slashdot at the time also.
Re:Microsoft ownz OpenGL (Score:2)
And remember, Microsoft can change its licensing terms any time it feels like it.
Re:Go figure... (Score:2)
Re:It'll never fly (Score:2, Insightful)
The goal was noble: "One language to rule them all", but in practice what happened was every hacky construct and wonky bit of syntax wound up in Ada. It managed to, for the most part, encompass the worst of all worlds.
It was designed in an age where interoperability sucked. Contractor A's libraries were in C, and Contractor B's were in FORTRAN. There was no way to get them to play nice.
A "one language" mandate seemed the only solutio