Articles by TStrauss

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physics formula

Physics!  Uhn!  What is it good for?  Absolutely . . . er, quite a lot, actually.

Physics in games is one of those strange things that you don’t notice until it stops working right.  Example: in older games, where physics processing was not a big deal, no matter how an enemy was shot, he fell with the same pre-canned animation.  This is actually more realistic than modern games; people do not fly backwards when shot like in the movies.  But the point is, the animation was not dynamic, resulting in a death animation that did not look right.

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xbox one

If you’re like me, the Xbox One reveal was a bit of a let down for you.  The lion’s share of the presentation focused on watching TV, watching movies, and browsing the Internet.  The general consensus in the gaming community is that the reveal was a major gaffe by Microsoft.  But it wasn’t, and in this article, I’ll tell you why. Read the rest of this entry »

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It doesn’t take a rocket scientist to know that the Vita is not performing well in the marketplace.  The prevailing public opinion seems to be that “there aren’t any games for it,” and that “it is too expensive.”  Are these claims true?  The purpose of this article is to examine the Vita, and to determine its strengths (and weaknesses) and how Sony could shore up sales of the Vita. Read the rest of this entry »

If you ever dally in the world of PC gaming, there is one thing for sure: at some point, you will need to upgrade your video card.

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In this edition of The Photo-Realism Challenge, we will be dealing with light.  The topic will be covered chronologically, and for the sake of simplicity, I will follow DirectX releases (OpenGL had a really big spell in the middle where it just wasn’t very good).

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Note: These opinions are the author’s alone.  Don’t go yelling at Wololo because you don’t agree with me.  That’s all!

On Saturday at EuroGamer, an article was posted that argued that the proper way to enjoy a game is on the hardware it was designed for.  Now, I love EuroGamer.  It’s a great site, and EuroGamer’s Digital Foundry articles are especially neat to a geek like me.  But this article went against everything I stand for as far as games go.  PSOne classics on a Vita or PS3 are not a valid way to enjoy PSOne games?  I shouldn’t play the 3DS version of Ocarina of Time because it isn’t how the developer originally intended the game to be played?  In the next few paragraphs, I will offer a different perspective: one where emulation is not only a valid way to play games, but a good thing for classic gaming overall. Read the rest of this entry »

In 3D gaming, polygons are everything.  Much has changed since the early days of 3D gaming, but if you compare an early 3D game (like Doom) to a current game (like Crysis 3), the biggest difference you will see is the number of polygons on the screen.

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If you’re on this blog, I’m guessing you love video games. And you should, they’re awesome. But I’m also guessing your interest is deeper than the average “I buy Madden and CoD every year!” gamer. In this series of articles, I’m going to be going “under the hood,” so to speak, and writing about the challenges that game/ engine/ hardware developers face when making games, how they’ve addressed them over time, and what the future looks like. Today’s subject: water.

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