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Re: [FT] [OT?] Has anyone considered...

From: Nyrath the nearly wise <nyrath@c...>
Date: Wed, 06 Sep 2000 21:05:53 -0400
Subject: Re: [FT] [OT?] Has anyone considered...

agoodall@canada.com wrote:
> To do a professional level real time computer game from the ground up
would take in the order of 100,000 person hours, including artists,
musicians, and of course coding and testing. Even if it was turn based,
limited to 2D, and an exact duplicate of the miniatures game, you're
still talking between 5000 and 30,000 people hours.
> That's a big investment for what's essentially a niche product. I'm
not sure how much time it would take using another engine, perhaps 25%
of the original estimate? More? Less? Not sure, but it's substantial.

	Agreed.  I did a simplistic port of a boardgame to PC
	as an exercise, and offhand I'd say your estimates of the
	time involved are on the mark.
	(the game?  An ancient boardgame called "Lensman".
	I'm going to tackle the AI Real Soon Now)

	But if anybody still thinks they can try this, check these out:

	Good notes on hex maps, shortest path analysis, etc.
	http://www-cs-students.stanford.edu/~amitp/gameprog.html

	THE site for all your Game Artifical Intelligence algorithms.
	http://www.gameai.com/ai.html
	(go to the above, go to Search, and type in "Influence Mapping".
	I actually had something intelligent to say in that thread)

	A site with links to tons of 3D graphic engines, some are free.
	http://cg.cs.tu-berlin.de/~ki/engines.html


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