Vampire interview | Gamer.nl

Na eerdere trailers deze week is er een derde trailer van No Man's Sky uitgebracht.

VoodooExtreme heeft een interview met Rob Huebner, een programmeur van Nihilistic die aan Vampire werkt.Stukje uit het interview:VE: What are your responsibilities on Vampire: The Masquerade - Redemption? RH: Our programming team is insanely small, just 3, sometimes 4 people, so there's not much that any of us aren't responsible for to some degree. My main areas lately have been the 3D rendering, networking, and some of the overall engine framework stuff. I really enjoy learning new aspects of game programming, so its fun to do different things on each project. This is the first time I've worked on hardcore rendering stuff, so its great, always something new to learn. The last few titles I worked on I was more of the AI, networking, and gameplay guy. I suppose next time I'll have to try out tools or sound code or something.. VE: We understand that Nihilistic just got finished with a switch from Glide to Direct3D. How'd it go? Any major disasters? Any plans on incorporating OpenGL support?RH: Yeah, Glide was a great API to start with. It actually forces you to be more aware of what your engine is doing, since under Glide you have to manage your own texture memory and stuff, so I'm glad we started with such a low-level API, if only to learn more about the hardware we're dealing with. It made us more efficient top to bottom. But it was obvious that Glide now has a limited lifespan, and we had always planned to implement either GL or D3D to get widespread support. GL and D3D are really pretty similar these days, in terms of what you can do with them, just two ways of arriving at the same place. D3D has its share of API warts and it changes a lot more from version-to-version, but then GL still has limited driver support and its tricky to support a wide variety of hardware with it. But as time goes on, both will get better. Since we use a modular driver architecture with rendering DLLs, we had hoped to support multiple APIs out of the box, but with limited time and such a small team, we'll probably stick with our D3D driver for now, its become very robust and we're happy with the performance we're seeing. There's really no advantage to having both D3D and GL, since there aren't any cards of there with GL drivers but no D3D drivers. The 'API wars' are as much political as they are technological.
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