From mboxrd@z Thu Jan 1 00:00:00 1970 Received: (from majordomo@localhost) by pauillac.inria.fr (8.7.6/8.7.3) id RAA11851; Thu, 1 Aug 2002 17:39:57 +0200 (MET DST) X-Authentication-Warning: pauillac.inria.fr: majordomo set sender to owner-caml-list@pauillac.inria.fr using -f Received: from nez-perce.inria.fr (nez-perce.inria.fr [192.93.2.78]) by pauillac.inria.fr (8.7.6/8.7.3) with ESMTP id RAA11741 for ; Thu, 1 Aug 2002 17:39:56 +0200 (MET DST) Received: from sunny.pacific.net.au (sunny.pacific.net.au [203.25.148.40]) by nez-perce.inria.fr (8.11.1/8.11.1) with ESMTP id g71Fdsr27111 for ; Thu, 1 Aug 2002 17:39:55 +0200 (MET DST) Received: from wisma.pacific.net.au (wisma.pacific.net.au [210.23.129.72]) by sunny.pacific.net.au with ESMTP id g71FdqSs011259; Fri, 2 Aug 2002 01:39:52 +1000 (EST) Received: from ozemail.com.au (ppp55.dyn17.pacific.net.au [61.8.17.55]) by wisma.pacific.net.au with ESMTP id BAA25988; Fri, 2 Aug 2002 01:39:45 +1000 (EST) Message-ID: <3D495640.7020806@ozemail.com.au> Date: Fri, 02 Aug 2002 01:39:44 +1000 From: John Max Skaller User-Agent: Mozilla/5.0 (X11; U; Linux i686; en-US; rv:0.9.2.1) Gecko/20010901 X-Accept-Language: en-us MIME-Version: 1.0 To: Jonathan Coupe CC: caml-list@inria.fr Subject: Re: Games (Re: [Caml-list] Caml productivity.) References: <00c701c236b1$22110fd0$a56fc7c8@behemoth><20020729192313A.sumii@tuba.is.s.u-tokyo.ac.jp> <20020730135205T.sumii@yl.is.s.u-tokyo.ac.jp> <002301c237f5$154edbc0$890bfea9@mimbi> Content-Type: text/plain; charset=us-ascii; format=flowed Content-Transfer-Encoding: 7bit Sender: owner-caml-list@pauillac.inria.fr Precedence: bulk Jonathan Coupe wrote: >>Chatting with game/CG professionals around me _strengthened_ this >>impression: the symbolic parts seem even more non-trivial in realistic >>applications. >> > >I am a games and realtime 3D professional - and I have to tell you, in the >nicest way (I hope) this really isn't how things are. I'd suggest that your >conversations have naturally reflected your own interests. If you want to >make a balanced assessment of what people do in the real world, try looking >at some representative books and collections of conference papers - the >Graphics Gems and Game Gems series would be good starting points. > The issue isn't what is done in the real world, by companies that don't really know how to develop a game, but what *ought* to be done. It would be nice, for example, if a military game had some small resemblance to actual warfare. Military units have intelligence. They operate with stranding orders with some reason to believe the orders are effective. They move from point A to point B with some kind of common sense. Now look at the utterly abysmal routing in most military games, the totally absurd actions units take, etc. Sorry. The real world isn't a very good model: it's driven by greed, not by a desire for quality. -- John Max Skaller, mailto:skaller@ozemail.com.au snail:10/1 Toxteth Rd, Glebe, NSW 2037, Australia. voice:61-2-9660-0850 ------------------- To unsubscribe, mail caml-list-request@inria.fr Archives: http://caml.inria.fr Bug reports: http://caml.inria.fr/bin/caml-bugs FAQ: http://caml.inria.fr/FAQ/ Beginner's list: http://groups.yahoo.com/group/ocaml_beginners