Interview
with Mike Dussault
Hi, Techp1mp hadji here. Currently, I am stuck on
assignment in my real world job, which explains
the lack of updates. However, in between shifts,
I took the time to do a Q&A with Monoliths LithTech engine
guru Mike
Dussault. I want to
thank Mike for taking the time to answer these
questions, as I know that he is very busy on the
Shogo Patch, the Blood2 release, and starting to
make plans for the LithTech2 engine. So not to
delay, on to the Q&A.1. Who are you?
Where did you come from?
When I was
16, I dropped out of high school to work at
some multimedia companies like Media Vision
and Hyperbole back when CD-ROMs were the big
thing and everyone wanted to bring movies to
PCs (in a 100x100 postage-stamp sized window
at 10 fps). After Media Vision's multimedia
division broke up I did some contracting for
about a year, studying up on 3d programming.
I wrote a renderer called WolfDoom (a cross
between Wolfenstein's and Doom's renderers)
and used that as part of my resume to get a
job at Zombie VR in Seattle working on Locus,
their first game. While at Zombie, Jason and
Toby came by for preliminary talks about
doing a game with Zombie so I got a chance to
meet them. Toby and I clicked and we started
speculating on 3d engine stuff. A few months
later, I left Zombie with the intention of
starting my own company but I heard Monolith
had gotten office space and were starting up
so I stopped by. I was very impressed with
how professional and serious they were so I
took the job and immediately started work on
Metaltek (which became Riot, which became
Shogo :)
2. What do you
do at Monolith (other than being the GOD of
LithTech)
My main
responsibility is to manage the R&D of
LithTech. I work with the leads of each of
our games to determine how LithTech can
support them. Every once in a while,
I'll focus on a certain game to do whatever I
can to help when it's shipping. There is
always one game that gets the primary focus
so the engine doesn't get spread too thin.
3. Are you happy
with the response Shogo has received from the
community? The reviews have been great, and I was
there the night the alpha patch was released and
Shogo servers were popping up left and right. Is
this what you expected?
Definitely!
I had no idea what to expect. After working
so hard for 2+ years I had no perspective on
how the game stacked up against everything
else. I'm VERY excited about the next games
we're doing because we learned so much and
cleared so many hurdles during the
development of Shogo that we're much more
'optimized' and will be able to produce cool
stuff much more efficiently.
4. With the
final patch being released, do you feel that the
network code is finally up to par with the other
games on the net? Certain companies, and I
wont mention names, have promised and
promised stellar network play, but have failed to
deliver. Do you feel that it is a lack of
involvement with the paying customers that causes
this?
It's hard to
say. So far all the testing we've done has
been very promising. I think it's easy to be
over optimistic and then disappoint everyone
so I never give guarantees:)
5. What was
changed in the patches that improved net-play so
much? LAN play was never a question, as it was
great out of the box.
The two main
changes were to put player movement and
weapon firing on the client side. This means
that those two things are never delayed by
server lag. Now when you play Shogo it's much
harder to tell if you've got a bad ping time.
You can mainly tell by delays when you pickup
items or open doors and that players you
think you killed don't actually die
sometimes. We also made a lot more data
sent with un-guaranteed delivery, which keeps
the connection from getting clogged.
Previously, it was very easy to get your
connection stuffed up with packets, which
would cause extra lag.
6. Has the
LithTech Engine already begun its evolution with
additional features in Blood2? Can you give
us some inside stuff as to what we expect next in
the engine and from Monolith in general?
Blood2 has a
few features that Shogo didn't have when it
shipped but for the most part it's the same
engine. We won't be going into 'total
R&D' for Lithtech2 until mid December so
it's hard to guarantee what's going to be in
there. We really want to focus on outdoor
areas and seamless environments, meaning you
never experience load times after the initial
load of the game. Our landscape support
will be completely redone, allowing for much
larger landscapes with a smaller memory
footprint. DEdit will get a very nice UI
upgrade.
7. What was the
first multi-player LAN game you ever played? How
about Internet multi-player?
The first
multi-player game I played was on called
Linewars. I played with a friend over our
2400 baud modems and it was VERY confusing. I
think there were some out of sync errors
because we never really were able to fight.
The first LAN game I played was Spectre. They
had great network support and it was a lot of
fun. The first LAN game that really sucked my
time was Doom of course :)
8. Who in the
industry do you admire for their contribution to
gaming?
Shigeru
Miyamoto is the first person that comes to
mind. I still remember how cool his games
were on the original Nintendo and they're
still great! Other people that come to
mind are Lord British, John Carmack, John
Romero, Tim Sweeney, and everyone at
SquareSoft and the original Blizzard crew.
9. Carmack and
Cash
have they inspired your work?
Carmack and
Cash, very much so. Their whole open approach
to development is admirable and results in
the gamers getting much more fun out of their
games.
10. Do you still
play LAN games? If so, what are you playing right
now?
Yep! I
pretty much stick to Shogo, Doom 2, and Quake
1.
11. Pay for
Play, or Free (the GameSpy Model) Play. Valve
seems to be doing some very strange and confusing
things with how they are setting up servers, do
you feel that this could be detrimental to their
success?
I'm not too
up to date on what they're doing with
Half-life's networking. We'll have to see
what happens. I know it's an incredible game
so I don't think anything would hurt it in
its first month or two of sales.
12. So if the
Techp1mp wanted to leave the Data Communications
world, to start a multi-player testing lab for
game companies, you know modems, T1s, big
servers and such
.sort of like an
independent testing facility, backed by corporate
dollars, is this something you see being needed,
or would game companies prefer to do this
in-house?
Ugh, that's
a hard one! The testing we were able to do
with the LAN party guys was extremely helpful
to us, but it's hard to tell whether or not a
company would want to pay for multi-player
testing without having tried it for free
ahead of time.
13. Last
Question. Do you have a home LAN?
Nope. I
don't even have a computer at home (anymore).
I live 2 blocks from Monolith and I'm always
here so I brought my home computer in and
always upgrade it to the fastest possible
config.
-hadji
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