Video conférence a 4 sur ps3
Photo de dr guildo de Gamekult !!
"Vidéoconférence jusqu´a 4 max, seul eyetoy est reconnu pour le moment (remarque : la videoconference est inhérente au XMB, elle est possible sans linux d´installé sur la PS3!!!), c´est ultra fluide! La classe quoi
"
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Un article de trois pages sur Insomniac sur IEEE. A lire, on y apprend la génèse de la compagnie:
Bringing a game to life on the Cell is a tightly syncopated process. It revolves around queries sent by the PPE to the team of SPEs. The queries request information on real-time events—such as at what point a piece of shrapnel hits an object in the game. By off-loading functions to the eight SPEs, the system has more time to devote to the delectable details: more characters onscreen, more complex artificial intelligence routines, more realistic skeletal structures within the game characters’ bodies, and, overall, an environment that makes you feel like you are inside the game. There is surround sound instead of stereo, with over 100 sounds happening simultaneously versus the 24 possible on the PlayStation 2. In Ratchet & Clank on the PlayStation 2, Insomniac was able to support 10 players competing against each other online; in Resistance: Fall of Man, they set a new record—40. On the PlayStation 2, a character could have only 30 different animated movements in a game; on the PS3, there are over 330. The payoff: the characters won’t resemble awkward manikins anymore—they grimace, scowl, and follow you with their eyes.
So how do programmers decide which tasks the PPE should be doing and which tasks the SPE should tackle? Alex Hastings asks two key questions about each task to make the choice. First, would the task take up a lot of the PPE’s time if it ran there? And second, is it the kind of job that lends itself to what the SPEs do well? “We looked for the easiest wins first,” he says. Animation and calculating collisions between objects are perfect fits, says Hastings. So those are the primary jobs Resistance doles out to the SPEs.
Even such perfect fits require some compromises. Ideally, software could automatically allocate tasks to whichever of the SPEs has the most time on its hands, but in order to simplify the programming, Insomniac was forced to dedicate two SPEs exclusively to collisions. Two processors are needed in the most demanding situation, one with lots of players, monsters, and bullets all moving around at once. “In games you’re more concerned about the worst-case scenario rather than the average,” explains Hastings. If you aim for the average, then there will be many times when the processors can’t finish the job in time and the game stalls. But by the same reasoning, most of the time those two processors aren’t being used to the fullest.
Spes pour le calcule des colision:
Ultimately, in future games, Insomniac will try to get almost all tasks running on the SPEs. “The holy grail that people writing games on the Cell are ultimately trying to reach is to get…the real highest-level decision making [onto the SPEs],” says Hastings. “I think that, based on where we are now, that’s still a few years away.”
la 3ème page détaille bien le truc , comment est géré le code du jeu avec des ex d´interactions par rapport a l´archi du cell avec son PPE et ses SPE
http://www.spectrum.ieee.org/dec06/4745
Moteur HAVOK:
D´après un workshop ouvert au public la semaine dernière sue le CELL, havok prévoit de réarchitecturer le havok engine pour exploiter le CELL
http://www.beyond3d.com/forum/showpost.php?p=885241&postcount=23
Interview sur F1one:
http://ps3.ign.com/articles/748/748663p1.html
AVIS d´un membre de Gamekult sur la Playstation 3:
http://www.gamekult.com/communaute/forum/voirmessage.html?foid=11230589