Brianna Wu / John Walker Flynt - "Biggest Victim of Gamergate," Failed Game Developer, Failed Congressional Candidate

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Wu shooting his mouth off at normals and polygons made me take a look at Rev60 and holy shit how did I miss this, these are just the first few meshes I encountered. Spoilered and picture heavy.

This is what it looks like when you fuck up normals.
back_full.jpg
back_norm.jpg
back_norm_inside.jpg
back_norm_wire.jpg
back_z.jpg


Yes, double sided polygons. On almost every object, like Sailor Lady here, from the outside:
ame_out.jpg

From the inside, looking down the neck into the shoes:
ame_in.jpg


This simple gun is just insanity, even with wireframe+normals on it doesn't look that odd but there's just vertices stacked on vertices and a shit ton of unnecessary normals.
dumbgun.jpg


Just look at this shit.
spidercrap.jpg


And from the models I've just checked, they're all double sided with a few exceptions, possibly models Wu didn't touch because the poly count and such was perfectly sensible and the objects weren't double sided. I know I've said double sided a lot, but that's such a newbie mistake to make, like driving a week with the parking brake on and complaining about a burning smell and screeching sound.

This might be the biggest reason for why this piece of shit struggled on the iPhone/iPad, that and the excessive vertices won't create good, coherent, triangle lists for the GPU to chew through in an orderly fashion, instead it's just random chaos and bullshit.

tl;dr Rev60 is a bigger piece of shit than previous estimations suggested.
 
Wu shooting his mouth off at normals and polygons made me take a look at Rev60 and holy shit how did I miss this, these are just the first few meshes I encountered. Spoilered and picture heavy.

This is what it looks like when you fuck up normals.
View attachment 556087 View attachment 556088 View attachment 556089 View attachment 556090 View attachment 556091

Yes, double sided polygons. On almost every object, like Sailor Lady here, from the outside:
View attachment 556086
From the inside, looking down the neck into the shoes:
View attachment 556084

This simple gun is just insanity, even with wireframe+normals on it doesn't look that odd but there's just vertices stacked on vertices and a shit ton of unnecessary normals.
View attachment 556092

Just look at this shit.
View attachment 556093

And from the models I've just checked, they're all double sided with a few exceptions, possibly models Wu didn't touch because the poly count and such was perfectly sensible and the objects weren't double sided. I know I've said double sided a lot, but that's such a newbie mistake to make, like driving a week with the parking brake on and complaining about a burning smell and screeching sound.

This might be the biggest reason for why this piece of shit struggled on the iPhone/iPad, that and the excessive vertices won't create good, coherent, triangle lists for the GPU to chew through in an orderly fashion, instead it's just random chaos and bullshit.

tl;dr Rev60 is a bigger piece of shit than previous estimations suggested.

Why am I not surprised every object more or less takes double the amount of rendering power they really need at minimum. Just goes to show how slapdash and poorly designed R60 is.
 
Why am I not surprised every object more or less takes double the amount of rendering power they really need at minimum. Just goes to show how slapdash and poorly designed R60 is.

All because Wu spouted some techno-babble to claim an accomplishment that then made some rando go "hang on, let me easily check the claims of a known liar."

Brianna always lies.
 
All because Wu spouted some techno-babble to claim an accomplishment that then made some rando go "hang on, let me easily check the claims of a known liar."

Brianna always lies.

Whenever John spouts some "look how smrt me is" bullshit, it's a virtual certainty that his only experience with whatever it is is fucking it up completely somehow.
 
tl;dr Rev60 is a bigger piece of shit than previous estimations suggested.

Jesus Christ @Smaug's Smokey Hole you got me rolling, I'm going to copy this post to a 3D graphics guy who made super optimized objects used on demoscene (we're talking Amiga, 68030 at 50Mhz, no chunky pixels modes, you could move maybe 450 polys if you were lucky) I bet his brain will collapse.
 
Wu shooting his mouth off at normals and polygons made me take a look at Rev60 and holy shit how did I miss this, these are just the first few meshes I encountered. Spoilered and picture heavy.

This is what it looks like when you fuck up normals.
View attachment 556087 View attachment 556088 View attachment 556089 View attachment 556090 View attachment 556091

Yes, double sided polygons. On almost every object, like Sailor Lady here, from the outside:
View attachment 556086
From the inside, looking down the neck into the shoes:
View attachment 556084

This simple gun is just insanity, even with wireframe+normals on it doesn't look that odd but there's just vertices stacked on vertices and a shit ton of unnecessary normals.
View attachment 556092

Just look at this shit.
View attachment 556093

And from the models I've just checked, they're all double sided with a few exceptions, possibly models Wu didn't touch because the poly count and such was perfectly sensible and the objects weren't double sided. I know I've said double sided a lot, but that's such a newbie mistake to make, like driving a week with the parking brake on and complaining about a burning smell and screeching sound.

This might be the biggest reason for why this piece of shit struggled on the iPhone/iPad, that and the excessive vertices won't create good, coherent, triangle lists for the GPU to chew through in an orderly fashion, instead it's just random chaos and bullshit.

tl;dr Rev60 is a bigger piece of shit than previous estimations suggested.

This is possibly the best example of rxpert in everything, competent in fuck all. Never change, John.
 
Jesus Christ @Smaug's Smokey Hole you got me rolling, I'm going to copy this post to a 3D graphics guy who made super optimized objects used on demoscene (we're talking Amiga, 68030 at 50Mhz, no chunky pixels modes, you could move maybe 450 polys if you were lucky) I bet his brain will collapse.

90% of the wasteful shit would be done by the 3d software itself. Since like '00 or so every 3d package have realized and catered to the games industry and have features and functions to prevent things like that to happen.


They do 68030 demos? Is that AGA, I thought that was skipped for 040, but I have no clue really.
 
They do 68030 demos? Is that AGA, I thought that was skipped for 040, but I have no clue really.

Yeah, AGA, but we later got some 3D hardware (Permedia 2 with PowerPC). Man, if you did not keep up to date I'm willing to PM you some balls ripping stuff to not shit this thread with obscure nerd stuff.
 
Yeah, AGA, but we later got some 3D hardware (Permedia 2 with PowerPC). Man, if you did not keep up to date I'm willing to PM you some balls ripping stuff to not shit this thread with obscure nerd stuff.

Oh, please do, I mostly check for A500 demos because I know the hardware, later versions and expansion boards made things a bit confusing.

edit: ooh I remember the Permedia 2, it had a great price and had good integration with 3DSMax when OpenGL drivers where still crap, and it could play quake. Not a gamer card, but still.
 
"It's pure greed - they should be doubling down on safety, not trying to cheat unions out of health care and fair wages." - John suddenly cares about workers' wages, so long as they don't come at the expense of his own lifestyle. It's not too late for you to make amends tho, John -- your former Giant SpaceKat employees would probably love it if you sent them their back wages, as atonement for your own greed. And if not as atonement, then because it would be only ethical and honorable to pay them for their labors.

But yeah, you've got a new house to buy and all. I'm sure your ex-employees are grateful to have contributed toward that.
 
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