Hi Guys,
Sorry for the black-out. GDC is a crazy time and getting back into the UK time zone and pouring through email backlog can take a while. Pretty much sorted out now and my office once again hums with activity. I mainly used Twitter to post the events of the week (@leebambertgc) as blogs are usually drawn out affairs and not much to report 'dev-wise'. I also did not want to turn myself into a 'what happened at GDC' as there is already plenty of that from far better journalists than me. I will me posting a blog later tonight on what I felt was relevant to Reloaded at GDC and the stuff I was personally excited about.
The 'secret sauce' was in fact the addition of some experimental 'lean-detection' and 'voice-control' in the main editor and test game (a module created for Reloaded by a non-Lee coder) and using the Intel RealSense technology. I also demonstrated the performance of the engine on the Iris-Pro technology, Intel's latest integrated graphics solution for Ultrabooks and other larger-mobile devices.
Deciding when to release a version can be very tricky, and more so when you throw out an arbitrary date and stick to it (as demonstrated by the last beta). The version we used for GDC was nice and fast for us, and my hope was to get this version out to you before GDC, but a decision was made to postpone this release as there was no time to test it thoroughly, and no time to respond to issues given GDC week was upon us. It is also not a question of 'fewer features' and 'faster updates' as I have only been working one thing 'performance' and so it's pretty tough to reduce a list of one item
Performance remains my one and only item until told otherwise, and once we have something better than the last beta we will release this to you guys as soon as it's been thoroughly tested. I do accept that Gold pledgers should get priority access to all good versions, but it's also a good idea to make sure those versions provide a better experience than it's predecessors, and this can sometimes take time to confirm.
I often say 'welcome to the world of development', and it's not always a positive statement. For me coding is very often an exercise in R&D, and predicting final states and durations is near impossible. I would release versions constantly if it was universally agreed that it's okay for the software to crash, eat files, gobble memory and generally break everything you've done up to that point, but it's an agreement that only works in fantasy land. You want to install, run and have a positive experience, and that requires someone between us testing the version and ensuring it's good to go.
The good news is that while I was enjoying myself at GDC, Reloaded work continued in the form of the 'vegetation system' which now operates without hitting the GPU too much (avoiding that annoying grass generation stall which hurt frame rate) and also operates faster than the original thanks to it's place inside a C++ module. This module will be added to the next version on top of the performance gains already made. For more information on this work, check out the latest post-GDC News item.
PC SPECS: Windows 7 Ultimate 64-bit, Intel Core i7 920, NVIDIA Geforce 9600 GT GPU, 6GB RAM