What's the best coded game you've ever played.

Posty said:
HL2 and doom 3 both had sound related stutter/stop start and loading problems on their release, they weren't well coded

Strange how i never had these issues.
 
Quake 3 Arena. Arguably the best pure DM game ever, and one of the best engines also - was used up until fairly recently. And still looks good with everything maxed out.

And as mentioned above - Painkiller....I just couldn't believe how smooth that was on my old system!
 
Any John Carmack engined game, Quake, Quake 2, Quake 3 Arena, Doom 3, the engines are amazing, and feel so much nicer and more fluid than others that came out at the same times.

I didn't think Deus Ex's engine was all that good, as I could never get it to run amazingly when I first had it, it always felt horribly laggy in feel. Probably because I never did like the Unreal Tournament engine, and much preferred the Quake Engine at the time.
 
Quakes up to no.3 - never had any problems with any of them, network code seems to be brilliant as lag just doesn't happen

UT (2k4)- just works on every machine ive passed my hands on, from old ibooks to quad core systems with sli

blizzard RTS - starcraft/brood war/warcraft2/3 etc - bought the limited edition box set that contained all of them (diablo as well but i didn't like that) way back in.....1998? ran it on my 486dx, smooth as you can get :D
 
Elite and Doom for the win, there the games that pushed the hardware beyond what was ever thought achievable

Deus Ex well coded? ive never seen so many bugs in one game (great game though)
 
QuakeWorld - graphics ran in software mode, optimisied graphics for nearly every graphics card going, fantastic network and easily modded.

HL was great in terms of graphics, but was horribly let down by its net code.
 
DaveyD said:
Any John Carmack engined game, Quake, Quake 2, Quake 3 Arena, Doom 3, the engines are amazing, and feel so much nicer and more fluid than others that came out at the same times.

I didn't think Deus Ex's engine was all that good, as I could never get it to run amazingly when I first had it, it always felt horribly laggy in feel. Probably because I never did like the Unreal Tournament engine, and much preferred the Quake Engine at the time.

noticed you failed to mention Daikatana .....i wonder why :rolleyes: ;)
 
Doom2, imo.

A friend of mine has made some awesome mods/levels/tweaks to that game.
Hell, he made portal on d2, has imported proper 3d meshes, dynamic day stucture, photo textures, cinematics sequences, mirrors, breakable glass etc etc. The list goes on forever

One hell of an engine to do all that, and look as good as it does.
 
Tribes 2 - most optimised network code ever. Played it for a year on dialup with no problems whatsoever, even in 64 player games.

Republic Commando aswell, the only patch they ever needed to issue was to add a few multiplayer maps.
 
DaveyD said:
Any John Carmack engined game, Quake, Quake 2, Quake 3 Arena, Doom 3, the engines are amazing, and feel so much nicer and more fluid than others that came out at the same times.

I'll second that. All of his work is nothing short of brilliant. Thats not to say it is perfect or anything, but his engines are always very fast, smooth and reliable, not to mention having great graphics.

If you are talking best coded, then there is no argument, they are some of the first mod-able engines, some of the first with an SDK, and the code is released for the general public after a while.

People found a snippet of code in Q3 which calculated an inverse square root and it triggered a rather large fuss over how it worked and who wrote it. It wasn't Carmack, but it goes to show the level of skill that goes in to some of id's work.

(A link of those who care: http://www.beyond3d.com/articles/fastinvsqrt/)
 
Tombo said:
Strange how i never had these issues.


even stranger is the fact that people are all too quick to forget just how badly these engines performed when they were released. HL2 runs amazingly well on my current hardware (well it should shouldnt it?) but when it was released it was a real struggle. the source engine has had more updates than any other engine i know of. what does that tell you? certainly that is was far from perfect in the beginning. http://www.blep.net/hl2stutter/ people were having a ball with it.

and doom3 as well. it looked good but it was far too demanding on hardware at the time.
 
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james.miller said:
and doom3 as well. it looked good but it was far too demanding on hardware at the time.

Thats not quite true. I managed to play a little of D3 on my P3 with a GF2GTS when D3 was released. It was very demanding when set to high quality graphics, but if you turned it down, it was still stunning and ran on ~4 year old hardware.
 
Sleepery said:
Tribes 2 - most optimised network code ever. Played it for a year on dialup with no problems whatsoever, even in 64 player games.

Any thing that runs that well on a dail up gets my vote.
 
Caustic said:
Thats not quite true. I managed to play a little of D3 on my P3 with a GF2GTS when D3 was released. It was very demanding when set to high quality graphics, but if you turned it down, it was still stunning and ran on ~4 year old hardware.

benchmarks at the time had it struggling on much faster cards, as it did with my cards at the time. i know the game could be played on basic hardware, but not without turning the detail down and running no FSAA but thats not really the idea, it still looked terrible with the settings down. Hell you could strip everything right back and get it running on a voodoo but i like IQ.

http://www2.hardocp.com/article.html?art=NjQyLDMsLGhlbnRodXNpYXN0
 
Predictably I'll go with starcraft. It's the most responsive RTS game and no others seem to be able to get the precise and rapid unit responses to work as well as blizzard did. It's what makes the game cream all other RTS games and what makes it the most popular professional game out there. No ont has come close to reaching the limits in the game, it has an apparantely limitless learning curve.
 
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