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TimSweeneyEpic's profile
Tim Sweeney
Tim Sweeney
Tim Sweeney
@TimSweeneyEpic

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Tim Sweeney

@TimSweeneyEpic

Epic Games founder & CEO

epicgames.com
Joined August 2013

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    1. Raph Koster‏ @raphkoster 30 Jul 2019
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      Raph Koster Retweeted Kent Bye VoicesOfVR

      Cool to see @TimSweeneyEpic talking about this! But everything old is new again. This reads like notes from a meeting in 2003. The 3d standards topic alone... oof. Not to sound old&grumpy, tho, new entrants are sorely needed, and the injection of idealism is critical.https://twitter.com/kentbye/status/1156261789228650496 …

      Raph Koster added,

      Kent Bye VoicesOfVR @kentbye
      .@EpicGames' @TimSweeneyEpic is talking about the "Foundational Principles & Technologies for the Metaverse" at #SIGGRAPH2019 User creator content: @Minecraft & @Roblox Location-based gaming @PokemonGoApp Social gaming with @FortniteGame 250M people on 7 platforms pic.twitter.com/FbL2ilYKR1
      Show this thread
      3 replies 3 retweets 30 likes
      Tim Sweeney‏ @TimSweeneyEpic 30 Jul 2019
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      Replying to @raphkoster

      I share your sentiment. There was a section on MUDs and VRML and Second Life that I decided not to cover. While standardization has been glacial, I do think Minecraft, Pokémon Go, and Fortnite all have advanced the practical state of the art quite a bit.

      8:33 PM - 30 Jul 2019
      • 4 Retweets
      • 34 Likes
      • James Karg Tom Forsyth Wagner James Au Rob L'Heureux Aidan Wolf Ralf the wrestling dude PokemonGoDrew34 Vince Desi Alex
      4 replies 4 retweets 34 likes
        1. New conversation
        2. Sankrant Chaubey‏ @snk_xed 31 Jul 2019
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          Replying to @TimSweeneyEpic @raphkoster

          In the late 90s and early 2000s, many people talked about huge seamless persitant worlds. Second life is just a step

          1 reply 0 retweets 0 likes
        3. Raph Koster‏ @raphkoster 31 Jul 2019
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          Replying to @snk_xed @TimSweeneyEpic

          One of the lessons we have learned since then is that the value to users from “huge” and from “seamless” is rather dubious. You need seams to provide distinct experiences; and huge is often antisocial.

          0 replies 0 retweets 3 likes
        4. End of conversation
        1. New conversation
        2. Raph Koster‏ @raphkoster 30 Jul 2019
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          Replying to @TimSweeneyEpic

          Agree! Though I am skeptical about focusing standardization efforts on the client rendering end; I suspect the nature of the issues we ran into there remain. Like I’ve always said, the real action is on the servers.

          1 reply 0 retweets 2 likes
        3. Dan Tabár‏ @Data01 31 Jul 2019
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          Replying to @raphkoster @TimSweeneyEpic

          We at @atomontage_com also agree with your last sentence there, Raph - stay tuned to what we'll be announcing in coming year(s)!

          0 replies 0 retweets 0 likes
        4. End of conversation
        1. Sean Slater‏ @D4_C0D3R 30 Jul 2019
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          Replying to @TimSweeneyEpic @raphkoster

          I miss when @ID_AA_Carmack did these style presentations at QuakeCon... Whole reason I'm a computer engineer (hopeful, 1 year)

          0 replies 0 retweets 0 likes
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        1. Wagner James Au‏Verified account @slhamlet 31 Jul 2019
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          Replying to @TimSweeneyEpic @raphkoster

          I mean Minecraft, Pokemon Go, and Fortnite have made great strides at massive cross-platform play *within their own game worlds/servers*, but far as I know none of them have tried anything like what @IBM & @LindenLab were doing by bridging SL & OpenSim a decade ago.

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