Author Topic: PP Tactical  (Read 5456 times)

mccool

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PP Tactical
« on: 2006-10-02, 03:02:03 PM »
Does anyone here have the (freeware) PP Tactical RTS game-making system?  It looks awesone but i need some help. Why is the thing split up into about 10 different parts instead of all being in the same program like the SGDK?
Old Skool!

bat

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Re: PP Tactical
« Reply #1 on: 2007-02-05, 08:34:45 PM »
i tried downloading it, but its really not that good for how big (file size) it is...
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bluemonkmn

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Re: PP Tactical
« Reply #2 on: 2007-02-06, 06:47:38 AM »
Glad to see some people still appreciate efficiency!  ;D
Just because we have ridiculous amounts of space available to us these days doesn't mean we should become sloppy developers or bog down every utility with unnecessary boatloads of extras.

dutch_619

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Re: PP Tactical
« Reply #3 on: 2007-02-06, 02:54:52 PM »
Glad to see some people still appreciate efficiency!  ;D
Just because we have ridiculous amounts of space available to us these days doesn't mean we should become sloppy developers or bog down every utility with unnecessary boatloads of extras.

Not a Windows Vista fan I take it.

bluemonkmn

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Re: PP Tactical
« Reply #4 on: 2007-02-06, 06:15:25 PM »
Not a Windows Vista fan I take it.

Not one of it's most avid supporters, no  :P.  Of course that doesn't necessarily mean I don't think it's cool (I can't say one way or the other yet), but I think my philosophy of delivering bare necessities is not as high on Microsoft's list of priorities as it is on mine.  Sometimes it's fun to be wowed, but it's also nice to have the option of just getting the job done simply and efficiently.

bat

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Re: PP Tactical
« Reply #5 on: 2007-02-06, 07:17:18 PM »
Vista's super cool features:

1) it looks really cool

(that's all! :) )
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bluemonkmn

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Re: PP Tactical
« Reply #6 on: 2007-02-07, 06:10:05 AM »
I've heard that Vista's a pretty big step forward for 3D game development too with it's new DirectX framework.

dutch_619

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Re: PP Tactical
« Reply #7 on: 2007-02-07, 03:29:26 PM »
There are some nifty features in DirectX 10 that make it worthwhile. You can socket into it much easier now for example. It also has a new hardware abstraction layer to take advantage of some of the new video card technologies. They are hoping to get physics processing handled by the card rather than the CPU, although I've heard that there have been delays in this.

I have the SDK for DirectX 10 and have played with it a bit. It acts much like C# in programming.

durnurd

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Re: PP Tactical
« Reply #8 on: 2007-02-07, 04:05:07 PM »
I read this a while ago.  It's an interview with John Carmack (maker of Doom) about DirectX 10, among other things:

http://www.dailytech.com/John+Carmack+Speaks+on+DX10+Vista+Xbox+360+PS3+Wii/article5665.htm

Here's a quote from the article:

Quote
Carmack then said that he
Edward Dassmesser

bluemonkmn

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Re: PP Tactical
« Reply #9 on: 2007-02-07, 05:11:52 PM »
Gee I wonder why Microsoft doesn't have a link to that article on their front page for their DirectX web site :P.

dutch_619

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Re: PP Tactical
« Reply #10 on: 2007-02-07, 08:25:03 PM »
      It seems Dx 10 will NOT be backwards compatible with respect to composite objects and UV mapping. This means Maya, Blender, etc. need new plugins to export to it as well. Which means more commercial Windows licenses sold to development houses. One of the given reasons is to make "Gaming more portable between the Xbox360 and PC's".
      This is supposed to allow more game makers to release for the 360. The unspoken part is that it takes several hundred man-hours to make and uv wrap one character for a game (more for higher polygon counts). The only people with the development money already have the ability to deploy console games.