How Command & Conquer: Tiberian Sun Solved Pathfinding | War Stories | Ars Technica
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Channel: Ars Technica
Views: 1,007,007
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Keywords: ars technica, real time strategy, rts, louis castle, command & conquer: tiberian sun, command & conquer, conquer, c&c, command and conquer, c and c, tiberian sun, command and conquer tiberian sun, tiberian, command and conquer tiberian sun making of, making of command and conquer, c&c tiberian sun, rts game, war stories command and conquer, war stories c & c, war stories tiberian sun, command and conquer cd rom, command and conquer pathfinding, ars, technology
Id: S-VAL7Epn3o
Channel Id: undefined
Length: 13min 2sec (782 seconds)
Published: Tue Feb 26 2019
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For anyone feeling nostalgic, several C&C games were released for free in 2010:
You can find fan-made installers online which include fixes/patches to play on a modern OS as well as adding multiplayer servers.
Tiberian Sun was a treasured part of my adolescence. Loved that game
Red Alert 2 is still probably my favorite game all time
Jesus, Michael Biehn and James Earl Jones are so young in this.
Kinda cheap when the fix for path-finding is "just add checks for every single edge-case".
Timestamp for video compression
He says they made their own block-based codec and it used vector quantization. They didn't farm it out to Bink, he says there were no third-party codecs at the time. (Actually Wikipedia tells me that C&C Tiberian Sun came out in 1999 and Smacker video was released in 1994 and used in Warcraft 2 from 1995. So maybe he was talking about the very first C&C game, or just forgot.)
But that's it. He doesn't mention audio at all.
I'm always looking for more info on video codecs, cause I think they're really cool and entertaining, but nobody want to talk about them.
Going off of just vector quantization and blocks, I'm guessing it was an intra-only format? So maybe it could pick out all the solid-color blocks and the vertical and horizontal edge blocks and de-dupe them, but it didn't do predicted frames. He didn't mention visual flow or motion compensation or whatever it was called that was the big deal for MPEG-1.
So probably an improvement over GIF, and faster than MJPEG, but not really great compression.
This is a hill I like to die on because it never gets a lot of screen time.
There was even a video a few months ago about a Sonic game and all the "deep hacks" they did for video compression:
That's not compression. That's just making the video look worse. The point of compression is to get more visual quality per bit, not to sacrifice quality entirely by using the most obvious config options that don't even require new code.
if any game was waiting for a high-def remaster, TS is near the top of the list, this game was so cool
Same here. I still fire up Red Alert and TS sometimes after work to relax in the nostalgia. Spent so much time with these as a kid. For the Brotherhood!
Early game developers always impress me with the kind of stuff they came up with. Today's game devs are still great artists, but the earlier ones were wizards.