I support this idea. Having Russian's start on THIS end of the galaxy and Brazilians start on THIS end, then have Americans start somewhere in THAT area, with Europeans over THERE would make for some interesting politics and trade.
I support It because, in (for example) world of tanks, people go on from Europe and America and vis-versa and I even herd of people from Japan (who had no game sever) going to the american sever to play, so trying to separate them by sever would be useless anyway so this is better.
Nah. It would make setting up organisations from across the world difficult. Groups by country aren't fair (and it makes sense that organisations would groups with nearby people). Centuris and I are the only members from NZ that I have seen active on these forums. No way do I want to be crushed by a horde of Americans just because I live in the wrong country.
Pronounced: Sigh(He let out a sigh)-rand(random)-er (Killer)
I feel that this is based upon an assumption that needs to be stated: every one from every language group will have enough people around them to have the same type of experience as I will. What if they game flops in one language group (such as Portuguese) and booms in another (such as Russian) and they are quite far away from one another?
I feel that in the interests of fairness we all start in the city of Babel and move where the stellar winds take us.
i really wouldnt mind not understanding most of the people i start around. i would just move to an area where i can understand them. i think most of that type of separation will be done by the players more so then the devs.
Normality is but a farce
There for we r all weird
And thus weirdness is normal
And normality is weird
@Cryptix As DevCPU is built on the Eclipse RCP, everything eclipse-y about it isn't going to port to mobile. That said, some of the guts of DevCPU (emulater, assembler, etc.) could be lifted and used in a mobile app.
Plus, there are a bunch of additional things that you don't have to use, but I've added, like material types and all of the FPS/blaster/robot pig stuff (which was inspired by Notch's 0x10c Multiplayer Test).
I even recreated his pulsing highlight shader. Everything is written from scratch in different languages (C#/Unity + Cg/ShaderLab instead of Java + GLSL) without consulting Notch's code, so I could honor my word to Notch.
That is the room editor... It has identical controls, room file format, hardware, snapping, grid size, corner toggling combinations, etc. as Notch's Room Editor, without actually using any of his code (which he asked me not to release).