Calvin Wang
P.S. I would like to contact the sales department of SGI and Sun. If
they have an e-mail address, please let me know via e-mail!
Hate to break it to you but there are very very few games out for
workstations like indys and sparcs -- doom is about it.
--
Jim McBride jmcb...@neog.com
Neoglyphics Media Corporation http://www.neog.com
For SGI, try 'dog' (networked flight simulator), 'bz' (networked Battle Zone)
and 'mekton' (Most excellent texture mapped transformer robot land and
sky wars in a space station)
If you're interested in high-end games, there are some sites like "Magic
Edge," which run simulation games (they have 18 simulators running off
of an Onyx).
-Jason
--
T. Jason Ucker
t...@sgi.com
Try ftp://ftp.x.org/contrib/games/ - There's a multiplayer/ subdirectory.
Also, check out the SGI Serious Fun section at:
http://www.sgi.com/Fun/fun.html
and the SGI 3rd-Party Apps Directory at:
http://www.sgi.com/Products/appsdirectory.html
---------------------------------------------------------------------
Alex P. Madarasz, Jr. - Hughes Training, Inc. - al...@eagle.hd.hac.com
Have a look at Xpilot. It's a fantastic multi-player X game. Runs over the
net so your opponents can be anywhere in the country (or world if the
lag isn't too bad). It's a kick..
Check out URL:
http://www.schmitzware.com/xpilot.html
for more info and more xpilot links...
Cheerz,
-Smitty
bz and cycles are pretty nice multiplayer games.
Theres always the old standby 'dogfight' as well.
But the SGI is definately lacking commercial game applications
if thats what you mean.
_____________________________________________________________________
Tom Benoist Email: b...@ifx.com
Interactive Effects Amazon http://www.ifx.com/ie
--
__________________________________________________________
Colby Kraybill - Silicon Graphics Inc. - col...@sgi.com
There's also DOOM. Lotsa fun on a few Indogo^2s. (you can download the
shareware verson form
ftp://ftp.idsoftware.com/idstuff/doom/sgi/sgixdoom1.8.tar.gz
you also need their IWAD wad file.
Arther.
Check out NETREK and NETREK-II Paradise- http://www.pnetrek.org
C.O.
- happy chainsaws,
Kristian.
You guys should check out aviator from AHI. I don't know if you can still get it.
But from a pure networked flight sim point of view it makes dog on SGI
look quite doggy in comparison. Written back in 89, run's on an SS1, SS1+
(some of the early versions run real well in 3/80 ('030) with GX.)
class machine with GX cards full screen graphics. Uses full DTM, I have flown over
Grand Canyon, had dog fights with 6 others over Hawaii and the Bay area.
It doesn't have sound, (not that the machines weren't capable of it)
you can't land, and no machine gun's/cannons. Just FA18/X29/727 with
choice of sidewinders or radar guided missiles with see thru contrails.
Missile cam. full rotating view left right up down from cockpit.
Truly a fantastic dog fight environment. On a SS1+ you could get about 100,000
quads per second peak displayed. When you got much above that, if you had say 50
miles visibility the display rate slowed right down.
You can build your own craft. There is floating round klein bottles, shuttles etc.
I have also shot radar guided 727's from the wings of my FA18 (looks a little
strange.)
yep cool network graphic intensive games can be done with old SPARC hardware.
Rgds
Tim
In article <4ao17g$o...@gazette.engr.sgi.com>, gi...@prophet.esd.sgi.com says...
>
>In article <30CF62...@neog.com>, Jim McBride <jmcb...@neog.com> writes:
>|> Calvin Wang wrote:
>|> >
>|> > I am trying to find whether it is possible to use workstations (brand
>|> > does not matter) to run graphic and sound intensive multi-player
>|> > interactive games. An example would be netrek on Sun SparcStations I
>|> > played while I was back in university. However, I am looking for games
>|>
>|> Hate to break it to you but there are very very few games out for
>|> workstations like indys and sparcs -- doom is about it.
>
Has anyone thought about making a version of Aviator which *doesn't*
require the GX (or derivatives). I myself (and probably many other
people too) will be upgrading soon to the new Ultra/CREATOR stuff,
and I would like to be able to run Aviator on that. :-)
Seriously, how much GX-dependent stuff can there be in the Aviator
source? Surely it could be converted to a non-device specific form
which still takes advantage of the underlying graphics hardware?
Probably not just Xlib (too slow), but perhaps something which can
optionally take advantage of DGA. IE: provide two versions like with
DOOM, one which uses Xlib and one which uses DGA to get to the
underlying GX or CREATOR or whatever...
If I had access to the Aviator source I'd consider doing it myself.
JASON PATTERSON
ja...@reflections.com.au http://www.reflections.com.au/~jason/
Imagine that CRAY decides to make a personal computer. It contains 16
`Alpha' based processors executing in parallel, has 800 megabytes of RAM,
9 Gigabytes of disk storage, a resolution of 4096 x 4096 pixels, does
24bit 3D graphics in realtime, relies entirely on voice recognition for
input, fits in your shirt pocket and costs $300. What is the first
question the computer community asks?
"Is it DOS compatible?"
I'm evaluating an Ultra-1 Creator 3-D for a couple of days and I'd love
to see some XGL demo applications run on the machine. Does anyone know
where I can find a copy of Leotool or other good stuff?
- Tom
tho...@cats.ucsc.edu
>Has anyone thought about making a version of Aviator which *doesn't*
>require the GX (or derivatives). I myself (and probably many other
>people too) will be upgrading soon to the new Ultra/CREATOR stuff,
>and I would like to be able to run Aviator on that. :-)
>Seriously, how much GX-dependent stuff can there be in the Aviator
>source? Surely it could be converted to a non-device specific form
>which still takes advantage of the underlying graphics hardware?
>Probably not just Xlib (too slow), but perhaps something which can
>optionally take advantage of DGA. IE: provide two versions like with
>DOOM, one which uses Xlib and one which uses DGA to get to the
>underlying GX or CREATOR or whatever...
>If I had access to the Aviator source I'd consider doing it myself.
Good luck.
As I recall from when we were playing around with Aviator way back
when 8-): All, or at least the vast majority of the Aviator rendering
code was hand coded in the Assembly-level equivalent instruction set
specific to the GX. It was written originally by the designers of the
GX chip/architecture in their spare time as a demonstration of what
was possible with the HW. It was distributed as a demo, then Sun
allowed the people to take the program, and form a company around it.
I was always frustrated that they did not add audio to it. However, I
can understand why, 8,000 interrupts/sec is a bit much to deal with
sometimes (note this level of interrupts was only for the SS1, SS1+,
SS2, SS Clasic, etc., not for SS10's and on).
Look for something called sundgadoom... or similar....
Gilles.
--
---------------------=<( Gilles....@France.Sun.com
)>=---------------------
cout >> DisclaimerMessage // My company doesn't necessarily think what I
write!
"Les cons ca ose tout, c'est meme a ca qu'on les reconnait."
_Les_Tontons_Flingueurs_ (dialogues: Audiard)