Grand Glest Unification

February 23rd, 2011 by Crusader

Free Gamer has an in-depth post examining the history and current status of what was originally just Glest, a real-time strategy game effort that splintered into several projects:

After much pressing by Internet trolls and well wishers, it seems that a joining of efforts is in the offing.

Even if the efforts do merge, they may still remain separate entities. Reading through the post, there’s talk of official liasons between the projects and all sorts. It seems a bit more complicated than you might expect.

2 Responses to “Grand Glest Unification”

  1. Anonymous Says:

    Looks great for resource usage and playability, only not everyone has that in today’s market of embedded handhelds (PDA phones). It’s looking a little parallel to Myth 1(or 2) with higher resource usage, and when you are running this with your head far from the screen then you realy start wondering if the details are worth applying when you can’t actually benefit from them; you know how the fog of war works in the game, yet the same fog can exist between the screen and the beholder.

  2. Anonymous Says:

    Of’course, everything looks “pretty” when your face is within 1-foot of the Display, but when you have fog between your eyes and monitor it looks all the same as what I meant to say.

    That’s about the difference between Myth (1 or 2) and Glest, at the moment. With the older software it is more efficient to allow active background processes and programs to run without the foreground application to stutter to it’s real-time input, yet things such as Glest would demand full attention of the entire system.

    That’s why the forks of prior engines, such as Quake 2, the Dooming engines, and even Quake 3 (particularly ioquake3) should be extended for more reach in their playability.

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