January 1999

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January 1999 JANUARY 1999 GAME DEVELOPER MAGAZINE GAME PLAN 600 Harrison Street, San Francisco, CA 94107 t: 415.905.2200 f: 415.905.4962 w: www.gdmag.com Spielberg Switches Publisher Cynthia A. Blair cblair@mfi.com EDITORIAL Editor-in-Chief to Panaflex Cameras! Alex Dunne [email protected] Managing Editor our first reaction to that ogy. We answer their endless questions Tor D. Berg [email protected] Departments Editor headline (besides the obvi- about technology instead of getting Wesley Hall [email protected] ous, "What the heck is this them back on track to talking about the Art Director doing in Game Developer actual game we’re developing. Worst of Laura Pool lpool@mfi.com Y Editor-At-Large magazine?" ) should be, "Who cares?" all, we put out self-congratulatory press Chris Hecker [email protected] The answer is: nobody — at least, releases that focus specifically on our Contributing Editors nobody who’s not deep in the film busi- technology and don’t even mention our Jeff Lander [email protected] ness, selling or operating cameras. Yet, if games. Again, I believe we do this Mel Guymon [email protected] that headline had been "XYZ Games because it’s easy to talk about technolo- Omid Rahmat [email protected] Advisory Board Switches to the 123 Engine," you’d be gy, whereas we lack the vocabulary to Hal Barwood LucasArts jumping out of your seat, eager to know discuss game design effectively. Noah Falstein The Inspiracy why XYZ dropped the famed ABC Now, I know technology is intimately Brian Hook id Software Susan Lee-Merrow Lucas Learning 4 Engine for the 123 Engine. Was it related to game design — especially at Mark Miller Harmonix money? Features? Support? this early point in our industry’s maturi- Paul Steed id Software ty — and I don’t think we should com- Dan Teven Teven Consulting As developers, we’re analogous to the Rob Wyatt DreamWorks Interactive people in the film business mentioned pletely avoid "talking tech" for our hard- above. That is, we actually have some core fans. However, when the first ADVERTISING SALES excuse for caring about the intricacies of question out of the interviewer’s mouth Western Regional Sales Manager Alicia Langer alanger@mfi.com t: 415.905.2156 game development, and it’s real news to is "What engine does the game use?" we Eastern Regional Sales Manager us when a developer chooses one tech- have a problem. Kim Love klove@mfi.com t: 415.905.2175 nology over another. We want and need I love game technology as much as Sales Associate/Recruitment to know the gory details. Unfortunately, the next developer, but I realize that the Ayrien Houchin ahouchin@mfi.com t: 415.905.2788 the sad state of our industry today is game press is going to follow our lead ADVERTISING PRODUCTION that we’re just as likely to see an engine- when it comes to discussing our games. Vice President Production Andrew A. Mickus oriented headline in our popular press We can steer interviewers away from the Advertising Production Coordinator Dave Perrotti as in our technical trade press. easy techno-centric questions and back Reprints Stella Valdez t: 916.983.6971 I believe this press focus on game to how the game will play and what MILLER FREEMAN GAME GROUP MARKETING engines alienates most players. experiences the player will have while Group Marketing Manager Gabe Zichermann Moreover, this engine-mania is distract- playing. We are differentiating on non- MarComm Manager Susan McDonald ing us from our real job of bringing our technology features, right? Marketing Coordinator Izora Garcia de Lillard industry out of the garage and develop- The idea that we need to develop a CIRCULATION ing it into a mature artistic medium. It’s vocabulary for game design is not mine. Vice President Cirulation Jerry M. Okabe easy to see why the press focuses on Doug Church from Looking Glass Assistant Circulation Director Mike Poplardo game engines in interviews, articles, and Technologies has lectured on the topic Circulation Manager Stephanie Blake reviews. Writing about technology is at the CGDC (now the GDC), and I Circulation Assistant Kausha Jackson-Crain easy, especially when that technology is believe the concept is mentioned as far Newsstand Analyst Joyce Gorsuch conveniently wrapped up in a spiffy back as Chris Crawford’s The Art of INTERNATIONAL LICENSING INFORMATION engine name by the developers, some- Computer Game Design. I’d like Game Robert J. Abramson and Associates Inc. times even before the actual game has a Developer to provide a forum for creating President Libby Abramson 720 Post Road, Scarsdale, New York 10583 name. It’s much easier to write about this vocabulary, and if you’ve got ideas t: 914.723.4700 f: 914.723.4722 the engine than it is to write about the on the topic, or if your company’s game e: [email protected] actual important features of games, such designers have their own language that Miller Freeman as game design, playability, and experi- they use to communicate, we’re inter- A United News & Media publication ence. The vocabulary is already present ested in hearing about it. ■ Chairman-Miller Freeman Inc. | Marshall W. Freeman for in-depth discussions of game tech- President/COO | Donald A. Pazour nology with our light maps, polygons- Chris Hecker, Editor-At-Large Senior Vice President/CFO | Warren “Andy” Ambrose Senior Vice Presidents | H. Ted Bahr, Darrell Denny per-second, MIP-mapping, and what Galen A. Poss, Wini D. Ragus, Regina Starr have you. Contrast this with the current Ridley, Andrew A. Mickus, Jerry M. Okabe state of the art in vocabulary for game Vice President/SD Show Group | KoAnn Vikören Senior Vice President/Systems and Software design and playability: "Uh, was it fun?" Division | Regina Ridley We can’t just blame the press, of course, because we developers aid and BPA International Membership abet them in their laziness by talking up Applied for March 1998 a storm about our engines and technol- GAME DEVELOPER JANUARY 1999 www.gdmag.com SAYS YOU VTune 3.0 Debated pipeline stalls. • Use simple instructions. n the October 1998 issue of Game Developer, Dan Teven’s • Follow the branch prediction algorithm. I review calls Intel’s VTune 3.0 “a mandatory upgrade” from • Schedule floating-point code to improve throughput. version 2.5. I say it’s lame and inexcusable. Here’s why: Your desire to analyze the micro-op flow of Pentium II code may be VTune 2.5 is an excellent tool for optimizing Pentium MMX valid, but it’s unfair to blame VTune for not letting you do it. VTune assembly code. It flags your pipeline stalls and explains the relies on the event counters that are built into the processors for this quirky details that derail instruction pairing. In blended CPU level of analysis, and the Pentium II doesn’t count anything but micro- mode, it also warns you of lethal Pentium II glitches — code ops retired. If there are undocumented counters in the Pentium II, then that runs perfectly well on a Pentium MMX, but brings a be upset with the Pentium II, not the profiler. Pentium II to its knees. Other than flagging these elementary flaws, VTune 2.5 has little to say about how your code actually Financing Creativity performs on a Pentium II. All it can show is whether or not the instruction decoder is choking on micro-ops. read Alex Dunne’s September editoral on the “Sundance With VTune 3.0, Intel had an opportunity to build a tool I Festival” for video games with some interest. The problem: that would enable programmers to analyze the micro-op It’s not particularly difficult to get companies such as MGM pipeline flow of Pentium II code. Instead, they lavished their Interactive, Activision, Interplay, or Sony to look at game efforts on redesigning their Gratuitous User Interface into demos, designs, and prototypes. What’s difficult is getting something resembling a web browser. Question for Intel: I’ve money for anything remotely creative, and this is where we’ve 6 already got a clumsy web browser and a monolithic IDE hog- failed miserably. Whether we ask for $500,000 or $100,000 in ging too much screen space; am I supposed to buy a second funding, the answer is always no. Fortunately, magazines such monitor just for you? as Next Generation and game players themselves seem to dis- To make matters worse, Intel chose to drop the blended CPU agree with their views on the subject, but that hasn’t brought mode from VTune 3.0, which limits its analysis to just one us any closer to discovery. CPU at a time. This forces you to switch back and forth I suspect that the reason we have had such trouble is that between modes to make sure that an optimization for one CPU game suits are a scared bunch. The dirtiest secret of this indus- doesn’t clobber another. VTune’s worst offense, however, is try is that 34 out of 35 games lose money, and that only 1 in the misleading way it assigns sampling percentages to assem- 140 hit it big. These odds make Las Vegas slot machines look bly language instructions that have absolutely nothing to do like an attractive investment. Dodging all risks, suits follow a with the event that is being monitored. What we really want strategy similar to the music industry’s, and chase last year’s to know is which micro-op, generated by what instruction, hits: year after year after year. Ask yourself which is a sounder triggered the event in question.
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