The online racing simulator
Who would ask such an evil question!
Quote from Apoc112 :it has the best physics of any console racer, and from what i've read, tire companies and racing teams have approached the developers regarding use of their tire physics for R&D because it's so accurate.

LOL! Whilst Forza is undoubtedly the best console driving game, it isn't so realistic that multi-million car manufacturers would use it for R&D. They might want it to show off at car shows, and they might want to get the software coders to work for them instead of making mass-market driving games, but I VERY much doubt a car manufacturer would find much useful in a console game physics engine...
#53 - Gunn
It's difficult enough for tyre manufacturers to glean useful data from their own real world tests. Console game, or even PC game data is unlikely to be of much value at all.
Maybe a port for the Nintendo Entertaintment System as well. I'm getting tired of Super Mario 3, Duckhunt and Ridgeracer
Don't tell the guys who play Halo 3 that consoles are for casual gamers, they take xbox live more seriously than their real life. I personally wouldn't see the point of LFS being on the 360, even if it happened.
#56 - joen
Quote from Apoc112 :I have to start off by saying I'm kinda disappointed at how PC-fanboy some people here are... i think its safe to say we all know that LFS isn't going to be ported to the 360 any time soon, but i can't understand why anyone thinks that would be a bad idea.

It would be a bad idea because it would be take a big amount of added development time to create (and maintain!) a version for a second platform. With such a small development team it would slow down the development of both versions. Plus I doubt Scavier would be able to release an XBOX version without teaming up with a big publisher, something they have stated they don't want.
#57 - Gunn
I just love the way all consoles have enough keys to map all the necessary functions of a good PC game..... not. And those revolving console game menus designed for joypads only, Yum!
Im not up to date with the ps3 linux scene atm.... but I know you can install linux onto a ps3, if you can install wine ontop of that its possible to play lfs via your ps3.
Quote from ReVVeD : but I know you can install linux onto a ps3, if you can install wine ontop of that its possible to play lfs via your ps3.

Wine does not emulate the x86 architecture (luckily, since that would be incredibly slow ) so that would not work. Wine only provides "emulation" for Win32 API, so you need to run it on a x86 processor for it to work (So the original xbox is the only console where Wine might work).
#60 - CSU1
Quote from danowat :Consoles = Group play, casual gaming

PC's = solitary play, non casual gaming

IMO

I already had a "big ass" HD TV before I got the xbox, I love Forza, even after my XBL debacle, it's not a "sim" in the true sense of the word, it's like GT, car porn, with a few more sim elements chucked in.

TBH, playing Forza on the xbox is a completely different experiance, when I just wanna kick back on my big comfy sofa, in my lounge with my bad ass HD tv and some Ferrari's and the ring, I do, and the experiance is excellent.

When I want to get down to some real racing, I slink off into the study and sit on my own on the PC, the 2 are completely different experiances., and both very likeable in their own ways.

this was a stupid f'n idea

Quote from dawesdust_12 :LFS on Atari 2600 Plz?

That certainly summed this one up!

...ok.i know this died a painfull deat and tbh I agree now it is
/was a silly(but i thiught simpe/easy todo) idea. Fact is I own laptop since the dawn of age it get's me food fps at minimal eye-candy and i wanna a hd telle and good gfx in lfs on xbox but as Bob said it aint simple because of code needing to be redone loads back. so now im init cos i have to buy a top end pc for all the games I wanna play and to LFS aswell.

sorry anyway...anyone know where i get a pc that'll run games yet to be released for the next two years?
Quote from Kegetys :Wine does not emulate the x86 architecture (luckily, since that would be incredibly slow ) so that would not work. Wine only provides "emulation" for Win32 API, so you need to run it on a x86 processor for it to work (So the original xbox is the only console where Wine might work).

in addition to this, Wine does not properly support LFS because of the way LFS is "installed" - i.e. it basically sits in a folder and runs, self contained. I have tried running it with Wine on my Ubuntu installation, and it kicked back errors about not being correctly "installed".

either way, this topic is dead. :tombstone
Quote from Bob Smith :Seeing as I wrote code for PC and XBOX360, I can say the differences are all deep down in the low level stuff (memory access, shaders, using scratchpads, etc). I've yet to worry about what platform I'm coding for as that is all sorted for me. Of course, that's only convenient if you've already got the low level stuff redeveloped for different consoles, which we have and I'd hazard a guess that Scawen doesn't. Having only worked at the high level, I have no idea how non-trivial making such a system would be.

hm tbh i dont know much of anything about game development or performance computing but i would have though you dont really have to deal with the low level bits mich and just leave most of it for the compiler to figure out
guess i was wrong

Quote from Apoc112 :I have tried running it with Wine on my Ubuntu installation, and it kicked back errors about not being correctly "installed".

you probably just didnt run wine from the correct directory
i really fail to see a valid point for this thread.... why would LFS and XBOX be contained in the same thought.... o_O
Quote from Shotglass :hm tbh i dont know much of anything about game development or performance computing but i would have though you dont really have to deal with the low level bits mich and just leave most of it for the compiler to figure out
guess i was wrong

C++ is not memory managed, remember. When making games for consoles you know exactly what hardware the software will be used on so you can get it to use exactly 100% of the memory and processor, for maximum performance/effects. When making games for multiple consoles these hardware limits change so you're code needs to cope with this.

When it comes to complex mathematics, some CPUs will be faster doing it one way, while others will be quicker another way. So your maths functions should use whichever method executes fastest for the platform you are compiling on.
#65 - Gizz
Quote from Bob Smith :C++ is not memory managed, remember. When making games for consoles you know exactly what hardware the software will be used on so you can get it to use exactly 100% of the memory and processor, for maximum performance/effects. When making games for multiple consoles these hardware limits change so you're code needs to cope with this.

When it comes to complex mathematics, some CPUs will be faster doing it one way, while others will be quicker another way. So your maths functions should use whichever method executes fastest for the platform you are compiling on.

bob u lost me on the C++ bit
:sheep:
Microsoft are working to have games multiplatform, so that all people no matter what platform they have can still play the same game online, thats gana be awesome, I think xbox live is a rip off, and no servers are provided, i mean its run by the community, I would understand if Micro soft provided servers, and local, internation ones, and voice comms, Id be prepared to pay the 10 buks a month, but they are just ripping ppl off.

LFS wont be on the xbox unless the devs sell out to a publisher, then maybe

I would honestly prefer sony do GT5 for PC, an d PS3, that would be sweeet :P
all i can say to this topic is: hell please not.

and ur arguments about 1 third of the price of a pc....but it also can only a 1000 th of what a pc can do.
heh.

@apoc
lfs under linux (at least ubuntu) works just fine, only 15-20 fps less.
Quote from Apoc112 :it has the best physics of any console racer, and from what i've read, tire companies and racing teams have approached the developers regarding use of their tire physics for R&D because it's so accurate.

Back on planet Earth... no car manufacturer would be even vaguely interested in LFS (which makes a far better hash of tires than Forza)
or any real time simulator for R&D. They may well be interested in using a console semi-sim to show off at shows and so on due to the fact they're easy to drive due to all the aids and dumbed down physics though
Its possible for games to be on multiple platforms, but please don't put Live for Speed on the 360, please for - for any reason don't. First of all, I couldn't imagine going back to the 360 controller again, I used it for about a month and its terrible for a sim - which is because you don't drive a car with thumbsticks and triggers. Secondly, just imagine the slew of thousands of people who don't care about turn 1, or any part of the race. (I think if LFS went mainstream and everyone got S2 (or S3) then the current community would start crumbling because there would be too many people who don't care about the sim. For instance - go play demo mode and it would be worse. And a third reason is the InSim protocol which allows very nice things from us programmers would be a little harder to get the program up and running for the XBox versions as then the Devs can't use 100% of the CPU and Memory (or when you run the InSim App it would die).

That all being said I think moving this from the computer to any other platform would be a fairly terrible idea. Maybe support for Mac and Linux, but that would still break InSim for those who don't program carefully enough. There's my 4 cents
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Quote from Bob Smith :
When it comes to complex mathematics, some CPUs will be faster doing it one way, while others will be quicker another way. So your maths functions should use whichever method executes fastest for the platform you are compiling on.

Wouldn't that be the work of the compiler? I've always thought the compiler's supposed to optimize the math to the processor's instruction sets, not the programmer, not unless you code in lower levels.
Quote from Bob Smith :C++ is not memory managed, remember. When making games for consoles you know exactly what hardware the software will be used on so you can get it to use exactly 100% of the memory and processor, for maximum performance/effects. When making games for multiple consoles these hardware limits change so you're code needs to cope with this.

hm right i forgot about the degree of optimization that goes into console games to make use of the comparably rubbish hardware
as i said i dont know that much about game development but i would imagine that you do a lot less of that for pc games where you know theres no clearly defined limits on the hardware your code will have to run on

Quote :When it comes to complex mathematics, some CPUs will be faster doing it one way, while others will be quicker another way. So your maths functions should use whichever method executes fastest for the platform you are compiling on.

true but it would still run just fine without all the work

Quote from yoyoML :Wouldn't that be the work of the compiler? I've always thought the compiler's supposed to optimize the math to the processor's instruction sets, not the programmer, not unless you code in lower levels.

yeah i was thinking the same thing
about a year ago i watched a seminar from i think it was ryg (coder of farbrausch) on compilers and assembly and even they do all of their code work at c++ level these days


on a side note i recently talked with someone who does high performance code in a completely different flied on vastly varying hardware and apparently the only nitty gritty stuff they deal with is figuring out how to make the processor return the high bits in a integer multiplication the rest is all just standard c code left for the compiler to figure out what to do with it
Quote from seinfeld :I think xbox live is a rip off, and no servers are provided, i mean its run by the community, I would understand if Micro soft provided servers, and local, internation ones, and voice comms, Id be prepared to pay the 10 buks a month, but they are just ripping ppl off.

have you ever even played on XBL? 1) some games do have dedicated servers, run by the devs of the games - other games, such as Halo, are setup beautifully to run from a floating host. 2) they DO provide voice comms... its built into every single game, and the console even comes with a mic. 3) it's $50 per year... that's a hair over $4 per month. not $10... $4.

as far as i'm concerned, XBL is the only online service worth a damn, and i'll happily pay my $4/mo. for the quality of connections and depth of integration of the "friends" feature that they have...
XBL is a pile of dung IMO, flaky system running on flaky hardware, mind you, you can't really expect more from good ol'Microsoft...........
Quote from joen :It would be a bad idea because it would be take a big amount of added development time to create (and maintain!) a version for a second platform. With such a small development team it would slow down the development of both versions. Plus I doubt Scavier would be able to release an XBOX version without teaming up with a big publisher, something they have stated they don't want.

... plus Scavier will have to pay a hefty licence fee to the console manufacturer (since the console hardware is sold below the cost price). That, and the cost of porting the software to the new console platform will cause an increase in sales price -- a steep increase, because LFS is such a niche product.

... plus you might lose the integration with LFS World and LFS Forum, if the manufacturer demands that all online traffic goes through their own systems.

So, technical difficulties aside, the business model of LFS is not really compatible with that of console games.

FGED GREDG RDFGDR GSFDG