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Topic: Tim Sweeney (game developer)


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In the News (Fri 17 Feb 12)

  
  GameDaily BIZ: An Epic History
It was one of the first games that shipped with an editor and tool kit that allowed gamers to build their own levels.
Sweeney and his team knew that for Epic to continue to grow into a successful company, they needed to move away from these small shareware games and create large-scale games.
Sweeney had written a line of 3D code, Schmaltz was just learning the modeling packages like 3D Studio Max, and Bleszinksi was starting to build levels.
biz.gamedaily.com /industry/feature/?id=14410   (1041 words)

  
 MacGamer - Get In The Game   (Site not responding. Last check: 2007-10-20)
Gaming site Voodoo Extreme offers up another instalment of "Ask Sweeney", a column in which gamers submit questions via email to be answered by Epic Games' lead programmer.
Though Tim is involved in the development of exciting future Epic releases such as Unreal II, questions should be limited to current game news, technology, and theory.
Tim -- If you are a game developer, you need a GeForce3 immediately and you should camp out in front of your favourite computer store to buy them the moment they're available.
www.macgamer.com /news/item.php?id=2028   (398 words)

  
 PC Games
Like console games, personal computer games primarily require a processing devices contained in a computer case, a display device in the form of a computer display, and input devices in the form of a keyboard and mouse by default to function.
The added competition from console games and the early 2000s explosion in computer game development was the trigger to redesign this packaging and by 2001 PC games were almost exclusively sold in smaller DVD-sized game boxes.
Adventure games and turn-based games used to be very popular, but have been since usurped by games that focus more on reflex as opposed to critical thinking.
www.gametoplay.freegames.eu.com /games/PC_game.html   (3333 words)

  
 Epic Purchases Reality Engine: Game News - The Armchair Empire
Tim will join the Unreal Engine 3 development team effective immediately and be part of Epic’s presence at the Electronic Entertainment Expo in Los Angeles, California next week.
Developers who had purchased Reality Engine licenses prior to this sale will be offered upgrades to Unreal Engine 3 at significantly discounted prices and should contact licensing@epicgames.com for more details.
Tim is a great fit for Epic – he clearly understands all sides of the licensing business, from engineering to customer support to business development.
www.armchairempire.com /videogame-news/multi-platform/May-2005/epic-purchases-reality-engine.htm   (372 words)

  
  XGR : Interviews : James Hills Interview :   (Site not responding. Last check: 2007-10-20)
Developers have great ideas, the means to produce it and the ability to distribute it.
Their game combines all the wonderful things about the RTS genre before it got too complicated and of the FPS genre before it got too complicated.
This is definitely one of the games to watch this fall and the developers behind it are amazingly talented.
www.xgr.com /index.php?id=5645   (2032 words)

  
 AnandTech: The Quest for More Processing Power, Part Two: "Multi-core and multi-threaded gaming"
The new Unreal 3 engine is a state of the art game development framework for next-generation consoles and DirectX9 PC's, but what sparked our interest for this article was the fact that it is probably one of the first multithreaded game engines for the most popular game genre: first person shooters.
Tim Sweeney: For multithreading optimizations, we're focusing on physics, animation updates, the renderer's scene traversal loop, sound updates, and content streaming.We are not attempting to multithread systems that are highly sequential and object-oriented, such as the gameplay.
Tim Sweeney: There is only one GPU in there, and though it is highly parallel at the pixel level, its execution is still serial on the granularity of state changes and triangle submission.
www.anandtech.com /cpuchipsets/showdoc.aspx?i=2377&p=3   (1248 words)

  
 GameSpy.com - Article: GameSpy's 30 Most Influential People in Gaming
Although he spent his High School years programming games in BASIC for the Atari 800 (one of which managed to pay his way through college), Microsoft Games' Lead, Ed Fries, chose a different path into gaming -- not known primarily as a coder, he wields tremendous influence in the industry.
Sweeney has been in the industry for a decade, originally programming simple platformer games.
The flexibility of the game and the scripting language built into it have also allowed a thriving Unreal community to continue to produce an unprecidented quantity of game modifications.
archive.gamespy.com /articles/march02/top30/3025/index2.shtm   (591 words)

  
 GameSpot:Video Games PC Xbox 360 PS3 Wii PSP DS PS2 PlayStation 2 GameCube GBA PlayStation 3
At 5:00 a.m., the last thing three game designers wanted to hear was the cadence of Mexican pomp seeping through their walls.
But it was the think tank where Epic MegaGames founder Tim Sweeney housed his ace developers as they burned the midnight oil trying to polish their latest games.
Obstacles were everywhere - from uniting a battalion of developers scattered across the globe, to withstanding the scathing criticism of the press, to competing with companies ten times their size.
www.gamespot.com /features/makeunreal/index.html   (350 words)

  
 The Tim Sweeney Archive - Q&A: Epic Games' Tim Sweeney on Ageia PhysX (Mar 08, 2005)
Tim Sweeney: The computations driving physics simulation and collision detection make use of a large amount of static data that needs to be uploaded to the hardware once, and a smaller amount of dynamic data that needs to be transferred per frame.
Tim Sweeney: As with any new technology, there will be early games available that add hardware physics support into a mostly finished game design.
Tim Sweeney: We've been collaborating with Ageia since their inception, and Unreal Engine 3 thoroughly exploits the Novodex physics API; when the first Unreal Engine 3-based games begin shipping in early 2006, they will really up gamers' expectations.
www.team5150.com /~andrew/sweeney/tims_interview_2005_QandA__Epic_Games_Tim_Sweeney_on_Ageia_PhysX.html   (843 words)

  
 MacGamer - Get In The Game
The biggest change over the previous game is that players are spared the two minute time limit, during which they were obliged to complete a variety of stunts.
Tim Sweeney of Epic Games, creators of Unreal Tournament 2003, talked to BeyondUnreal about future versions of the Unreal engine and various rendering methods to be used in future installments in the series of first-person shooters.
Sweeney talks about the future of the Unreal Tournament engine as a massively-multiplayer game platform, and gives this hint as to the way the engine will be evolving as 64-bit CPUs become more common:
www.macgamer.com /news/?date=2003-09-02   (1008 words)

  
 GameSpy.com - Gaming's Homepage
If one wants to look toward the future of game development, one need only to look at the direction game engines are heading.
Tracing the development of computer and video games is simply a matter of watching what's been available to developers in the form of memory, processing power, and polygons that can be rendered on the screen at once.
Early experiments in 3D graphics had blocky-looking characters composed of a few hundred polygons, whereas the in-game monsters in the upcoming game Doom III are composed of four to five thousand polygons, using source models that have close to a million.
archive.gamespy.com /futureofgaming/engines   (928 words)

  
 Game Engine Tech Interview: Tim Sweeney - News and Siteseeing
Even though video and PC game developers debate about "visuals vs gameplay" when making their titles, there's no doubt that having games look their best is a big factor in any game's success.
Tim Sweeney: The basic premise of integrated graphics is that you can reduce the cost of a new PC by putting a cost-effective GPU on the motherboard, rather than requiring a separate add-in card.
Though PC game developers are accustomed to scaling features and performance by a factor of 2-3 to support the range of low- to high-end PCs available, Intel Integrated Graphics is off par by a factor of 5-10 and is thus practically unsupportable.
www.firingsquad.com /news/newsarticle.asp?searchid=11906   (1930 words)

  
 DevHawk - Passion * Technology * Ruthless Competence   (Site not responding. Last check: 2007-10-20)
The problem is that game developers also need to extend the functionality of the framework's base classes.
Tim's talk is called The Next Mainstream Programming Language: A Game Developer's Perspective and it talks at great length the major issues facing game developers today.
Tim conculdes that we'll need a combination of effects-free non-imperative code (which can safely be executed in parallel) and software transactional memory (to manage parallel modifications to system state).
www.devhawk.net /CategoryView,category,Development,Lanugages.aspx   (7063 words)

  
 Epic Games moves from developer to gaming powerhouse - Mar. 28, 2006
Epic Games is hardly an unknown player in the video game industry, but it's one that hasn't quite broken through to the mainstream world.
In development for four years at a cost of more than $40 million, Unreal Engine 3 is one of the first licensed game engines that has truly appealed to next generation developers.
Serious development won't begin for another two or three years, but the company's programming mastermind, Tim Sweeney, is already scoping out what he expects the future to hold.
money.cnn.com /2006/03/24/commentary/game_over/gdc_epic/index.htm   (1242 words)

  
 The Next Mainstream Programming Languages | Lambda the Ultimate
I used to work for Tim on Unreal Engine 2 and 3 and other projects, and one of the programmers who often worked on optimizations, Dan Vogel, was fond of pointing out that UE2 had a basically flat profile.
Titanium is an explicitly parallel dialect of Java developed at UC Berkeley to support high-performance scientific computing on large-scale multiprocessors, including massively parallel supercomputers and distributed-memory clusters with one or more processors per node.
It is interesting to me that folks deep in the bowels of game development are happy doing what appears to me to be banging their heads against rocks.
lambda-the-ultimate.org /node/1277   (11296 words)

  
 The Tech Report - Tim Sweeney on the Pentium 4 processor
Now, virtually no developers (even performance 3D game developers) use assembly language anymore, so our ability to take advantage of SSE2 is limited by compiler support.
And virtually all developers are using Visual C++, and are limited by waiting on Microsoft for compiler improvements.
As developers and gamers, we always laugh about that, and wonder (seriously) if Intel really thinks users are dumb enough to buy a P4 thinking it will give them better Internet performance.
www.techreport.com /etc/2001q1/sweeney-p4   (988 words)

  
 ASUS releases games cheat drivers (Boo! Hiss!) | The Register
One common optimisation in online games is that players and items which are hidden behind scenery are ignored, so there is less for the player's computer to draw and less data for the server to send, improving both frame-rates and network efficiency.
Cheating in online games, especially first-person shooters, is more common than you may imagine, and the tricks that cheaters use range from the devilishly simple to the technically impressive.
With games such as Quake giving players the ability to customise graphics, it wasn't long before someone came up with the idea of editing the 'skins' of opponents so they would appear as solid white figures, making it impossible for them to hide in shadows.
www.theregister.co.uk /2001/05/10/asus_releases_games_cheat_drivers   (1261 words)

  
 Casino News & Articles - August 4, 2006   (Site not responding. Last check: 2007-10-20)
Hanaway appears to not be aware of the FATF adherence on money laundering and transfer controls widely used in the industry, or independent studies that have given the industry a clean transaction record, for she claims rather dramatically that offshore betting could be used to fund terrorist attacks on America if allowed to continue unchecked.
Gaming is a rancorous issue in Missouri - bets are allowed on only a few river boat casinos, where punters may lose no more than $500 in a two-hour session.
All the player’s favourite games will be conveniently shown each time they log in to the game client, allowing them to sit down immediately at a free table with their preferred parameters.
casinocashjourney.com /casino_news_aug_04_06.htm   (10909 words)

  
 GameDAILY: An Epic History - CBSGames.com
The following is a history of how Epic Games emerged to become one of the most influential videogame makers in the world today-straight from the founder's lips.
Sweeney said that having arrived in Waterloo in the spring, it was really nice, but the team soon learned how cold it gets up there.
The entire town freezes over for six months, which led Sweeney to look for a warmer climate in which to build his studio.
www.cbsgames.com /games/story/9792434   (1061 words)

  
 Game Developers Conference 2007   (Site not responding. Last check: 2007-10-20)
This talk discusses three core techniques which are vital to building a flexible game engine: abstraction, indirection, and orthogonality.
Attendees leave with a clear understanding of where it is applicable and valuable to apply the techniques of abstraction, indirection, and orthogonality to game engine systems.
Additionally, they will see many examples showing the benefits of building a game engine with these principles in mind from standpoints of production and content pipeline.
store.cmpgame.com /product.php?id=56&cat=34&skin=gdc07   (220 words)

  
 The Game Developer's Best Friend   (Site not responding. Last check: 2007-10-20)
As more and more developers join the ranks of NVIDIA-powered products, the closer NVIDIA representatives and engineers move to work with their customers.
Tim Sweeney was especially pleased with the level of support and aid NVIDIA's engineers gave Epic's team.
The Game Developers Conference featured plenty of talks and seminars by the NVIDIA engineering team working in close conjunction with Microsoft's DirectX team to provide the most detailed and cutting edge effects available.
developer.nvidia.com /object/nv_gdc2k2_04   (225 words)

  
 IGN: CMP Game Group Launches GDCTV
Based on the superior game development content presented at the core event for game development professionals - the GDC - GDCTV brings "Best-in-Show" presentations live to the web.
Game Developer Magazine: Digital Edition provides game professionals access to the timely game industry news, articles, and reviews found in Game Developer magazine, delivered in a faster, more convenient digital package.
Professional game developers count on Game Developer magazine for the most relevant and respected content in the game industry.
games.ign.com /articles/621/621845p1.html   (331 words)

  
 IGN: Epic Games and Scion Studios Merge
This will increase Epic's ability to develop multiple games, including those in its award-winning Unreal® franchise, internally for both PC and console platforms.
Tim Sweeney remains Chairman and CEO of the company.
Attendees of this year's Game Developer Conference in San Jose, California will be able to get a glimpse of the company's latest engine technology when Epic showcases the stunning new Unreal Engine3, as well as massive improvements and rendering enhancements for UnrealEngine2 which will be demonstrated on Xbox.
games.ign.com /articles/500/500163p1.html   (227 words)

  
 SNT Report: Events Archives   (Site not responding. Last check: 2007-10-20)
"All the deal making and development work is an attempt to kick-start a market for corporate instant messaging, which hasn't not grown as quickly as anticipated although a growing number of businesses are increasingly making use of popular desktop IM clients.
With developments in this space moving as quickly as they do, it is easy for everyone involved (including us) to miss the forest for the trees.
And despite their different approaches to developing search tools, the executives here agreed that it will be ordinary folk outside the industry that have the most influence on its continued development."
www.sntreport.com /archives/cat_events.html   (11001 words)

  
 Amazon.fr : 3D Game Engine Design: A Practical Approach to Real-Time Computer Graphics: Livres: David H. Eberly   (Site not responding. Last check: 2007-10-20)
Aimed at the working Visual C++ game developer, 3D Game Engine Design provides a tour of mathematical techniques for 3-D graphics, and the source code that's used to implement them in state-of-the-art video game engines.
If you work in the game industry (or would like to), this book will serve you well, because it delivers excellent best practices for algorithms and programming techniques that'll help your software keep up with the competition.
In the game software of today, curves--and not individual triangles or polygons--often are used to represent 3-D objects.
www.amazon.fr /Game-Engine-Design-Practical-Real-Time/dp/0122290631   (835 words)

  
 Epic Games
Unreal Engine 3 provides a pathway to both PC and next generation console development, as demonstrated by the recent announcement that major game developer Silicon Knights will use Unreal Engine 3 exclusively for its next generation games.
Epic Games Inc., based in Raleigh, NC and established in 1991, is a developer of cutting-edge computer and video games.
Unreal is a registered trademark of Epic Games Inc. Reality Engine is a trademark of Epic Games Inc. All other trademarks are the property of their respective companies.
www.epicgames.com /press_releases/press_reality.html   (536 words)

  
 AnandTech: The Quest for More Processing Power, Part Two: "Multi-core and multi-threaded gaming"
In our first article, we explained that dynamic power, power leakage, the memory wall and wire delay have forced CPU designers to rethink the methods that they use to achieve higher performance CPUs.
Tim Sweeney, the leading developer behind the Unreal 3 engine, was so kind to answer our questions about multi-threaded development with concise answers.
Development costs for a new CPU design are astronomically high.
www.anandtech.com /cpuchipsets/showdoc.aspx?i=2377   (1259 words)

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