I have an idea. Ban everyone virtue signaling on the forums about hiding posts of other users. These people don't even play the game.
⪇2026-05-16 18:21:11
I'll admit I also habitually bump consoles up or down a generation purely on specs when discussing history, regardless of their market competitors at the time, especially with some diehard consoles like the SNES & PS2 getting new games so absurdly long. Nintendo since the GCN shamelessly recycling HW, while the OG Xbox was easily one gen ahead, stand out especially.
I mostly agree with the practical significance of your spec delineations, though I'd add a few things: 4th-gen: STEREO SOUND! With pretty sophisticated ASIC filters! Graphics ASIC-wise, you put only multiplane at the headline level, but I think dynamic color (most prominently palette rotation) and affine skew/scale transforms are also universal headline features of this gen.
5th-gen: True realtime 3D spatialized sound similar to what DS3D or A3D were doing on PC. In what's often termed the 16-bit/32-bit divide or "3.5th-gen," early 4th-gen systems instead of "smooth" Gouraud only do flatshaded 3D, like the SFX, SVP, 3DO, & Jag. Also, N64 devs (what you allude to goes for many other consoles with some or all of their "fixed" rendering actually implemented in software) did know how to reprogram the RCP, the issue was Nintendo prohibited them from doing so, and even when the rules were loosened Nintendo refused to provide their internal docs to licensed devs.
6th-gen: I wouldn't describe any of their publicly exposed features as shader-like in flexibility nor particularly prominent in period games, merely distinct enough from the contemporary evolutionary path D3D7 took to annoy emudevs. Aside from raw power, this gen's graphics advancements (in descending order of importance) can best be summed as HW TCL, high multipass texture/shading limits, and asset decompression (e.g.: S3TC.) Also for that reason (the only one of these features missing was HW TCL, easily offset by its tile-based culling that would take another decade for nVidia/AMD to do) I think the Dreamcast is firmly 6th-gen.
7th-gen/end of history: You mention compute shaders as a possible nitpick, but I think a better dividing line for GPGPU is the shift from weird bespoke kludge APIs to Vulkan/D3D12. I'm not up on the current state of homebrew, but I think that hasn't been backported beyond 8th-gen.
8th-gen: Geometry & tesselation shader HW. Plus maybe the aforementioned Vulkan/D3D12.
9th-gen: NN & RTRT HW. I agree (hopefully local!) NN/AI may become a big thing in future partially or completely replacing everything we know about game internals (the Oasis Minecraft experiment is the viscerally mindblowing example I'd point to,) but I think RTRT deserves greater consideration as well. Though no games so far do this, full-scene RTRT (distinct from hybrid RTRT/rasterization) would allow the total abandonment of prebaked lighting, geometry, even polygons and sprites, bringing back alternative geometries such as voxels, fractals, and NURBS that were being experimented with just before fixed-function ASICs froze PC game graphics in the '90s.
Finally, while the first comment cautioned against mentioning PCs as inviting too much ambiguity, I think that directly equating 5th-gen onward with D3D/OpenGL versions would make the dividing lines a lot clearer. Similarly, even prior to the WinTel monoculture, direct comparison between consoles and more home micros like the IIGS, Amiga, ST, Towns, & X68k would be illuminating, especially since many directly influenced console/arcade HW. Also worth noting how large groups of consoles/PCs in early gens were identical, like the various Z80/TMS9918 platforms (Sega, Coleco, MSX, TI-99, etc.).
⌗2026-05-15 08:18:25
finally I can comment, what the hell even happened each time I tried commenting it would go to a blank page
⌗2026-05-15 08:17:48
a
ⵂ2026-05-08 18:20:47
baste king tony owning libtards
⟱2026-05-06 11:16:37
ive been feeling like ted turner wouldve die this year and he did RIP
yo, badspot. is there... any updates related to getting your github account back for the source code of the game? might be useful (to others) since, i never had a chance to try out the maps or like, other stuff when this game was at its peak by 2014. apologies if this ends up being a little unrelated to this article.
⪄2026-04-09 11:34:25
God works in mysterious ways, it is all part of His plan
Badspot please, there's players begging for help on the forums, begging for help on blockland.us, begging for help in the subreddit... only you can help them. It's probably like 2 people who are just... whining loudly... But only you can make things right.
the dreamcast was actually quite a capable system, mainly held back by it's lack of a better rom drive. Take a look at Resident Evil Code Veronica on both ps2 and dreamcast, the dreamcast version looks and runs better (although not the better game overall as the ps2/X version has more content)
but yeah I think it deserves to be in gen 6 considering it was running at 480p 60fps & the dreamcast is to the saturn what the ps2 is to the ps1
Now would be a really good time to ban all these BLIDs for spamming the server list (it's happening right now) 19 Server Hoster celau has no dick Quake Master
There are forum threads about version 10 and version 14. https://forum.blockland.us/index.php?topic=3163 https://forum.blockland.us/index.php?topic=3353
Some update history can be gleaned from the motd.txt, which is displayed on the title screen. The full history of which reads: - Version 30 - Fix for blacksmith crafting
- Version 28 - Volcano and Shop interiors modified Experimental network optimization on players.
- Version 25/26 - Crafting menu can now be updated without patching. Tree experiment near swamp.
- Version 24 - Blacksmith.
- Version 23 - Fixed minor shield bug.
- Version 22 - Players can now sell things.
- Version 20 / 21 - More Cheat fixes, misc fixes.
- Version 19 - Cheat fixes.
- Version 18 - Snow + Rain. Whee.
- Version 17 - The version 16 characters have been erased. Don't bitch about it.
Don't ask what's new, just go find out. A lot of stuff is broken.
Version 24 was posted to AgeOfTime.com in April 2006, and by November 2006 I was working at Garage Games on minor Torque Engine stuff and then I convinced them to let me work on finishing the retail version of Blockland, which shipped in February 2007. So AoT updates 25-28 likely between April and November 2006.
I've been exploring the history of Age of Time again and was very curious if there was a more detailed list of version update changes. the ageoftime.com website is missing plenty of updates, the in game news section is lacking in detail and doesn't have any dates listed.
Ideally I'd love to see a fully version history with the dates the updates went live. Mostly I'm curious what day the final update (before the random rogue update in 2024 (thank you for that by the way)) was released before the game was abandoned.
⥳2026-03-14 04:10:05
You should IP ban "19", "Server Hoster" and "celau has no dick" for server spamming (same IP)
Fuck you Badspot I will take all of your players even though the brickadia community is filled with pedophiles fat piece of shit go write an actual good article or release the source code fucking ngger
Really a cool article. In this new generation of gaming where most can't afford the latest console, us gamers are tending to go back towards LoFi kits instead of dumping money on the newest Playstation or Xbox. Financially gaming as a business has turned into a business that operates like motorsport for rich kids to show off their spending power. Livestreaming and progaming adds even more to operating costs. I never understood how the coding worked in the original blockland, all we as a community knew was that when the code was improved, it could render more bricks in the game at the same time on an equally equipped system. I really like how the old school Playstation 2 runs with an HDMI converter, because it standardizes gaming so that it can run on most available HDMI displays. The DVD era of gaming already had pretty much every available game genre you could want. The next generation of AI gaming will probably be reverse engineered DVD rom hacks so that you can play multiplayer Blockland on an XBox or Playstation based kit on local multiplayer. Or something of that nature.
⨥2026-03-05 16:01:34
>discord integration Do these cucks really?
⤿2026-03-05 11:14:27
Resident Evil 9's Grace
Face model: https://files.catbox.moe/odr5sy.jpg Potato-looking character model in game: https://files.catbox.moe/14d1ft.jpg
"Everyone else moved on" yeah the people who moved on are tranny faggots who play brickadia and get exposed for being a pedophile. Shut the fuck up for me
Gotta love that in the years this game has been alive, Badspot is still trying to play "Therapist" with people. Still writing paragraphs telling people to "move on" whilst still being here. You reap what you sew I suppose. You fostered a terrible community of 30-somethings that got off on bullying literal children on the forums which ended up killing the community because your "holier than thou" attitude festered and corrupted the rest of it.
Everyone else moved on, got lives, and formed real, lasting relationships. Meanwhile your still here with nothing but a dead game, sitting on a legacy that was long forgotten by everyone but those who returned to see what became of an empire. Good riddance
⭐2026-02-27 14:56:26
hey when are you going to send a dmca to kenko's blockland rebuilt project?
Well I played the humble bundle version, as an adult, in the 21st century, and the vast majority of gameplay was rubbing everything in my inventory on everything else, having that fail, then slowly walking through several screens, flying to another country, slowly walking through several more screens, then clicking everything in my inventory on everything again.
Maybe I need to use a time machine and play it as a child in 1992.
I felt the same way playing Day of the Tentacle as an adult. The novelty and wow factor is gone and all you're left with is incredible illogical time wasting. I guess I could try it on scummVM with fast forward but if I'm going to bash my head against something I'd rather try to finish the meta levels in Baba is You. At least those are governed by logic.
Did this retard really put Indiana Jones and the Fate of Atlantis, one of the absolute greatest P&C Adventure games of all time that low and calls it slow and boring? My god...some people are so retarded it surprises even me.
Holy shit. I cannot believe people feel so entitled to this game's perpetual development. I don't know about you guys, but I paid $20 one time back in 2007 or 2008 for my copy of the game (ID 6537) and it's been one of the most bangs for my buck on any video game I've ever purchased. That $20 gave me nearly a decade of entertainment. To expect, in 2026, for the continued development of a game that is only purchased once is asinine. Subscription based games have this expectation of perpetual support, single purchase games do not.
I don't think "the pc had scrolling, it just couldn't be used anywhere" is a very strong argument. If there was scrolling, then the critical tilemap component to fill in the newly scrolled areas was missing, that's why you needed 12mhz 286 to barely get 24 fps on Keen 1.
You didn't get smooth scrolling on PC until titles like Jazz Jackrabbit running on a 486, 100x the power of an NES processor, and at that point you could run the nesticle emulator - simulating a tile map in software.
Contrast this with the C64 where you can scroll with a poke from the basic terminal.
"The PC never had hardware scrolling. Carmack got Commander Keen to work via code ninjitsu, and it was still a bit janky."
PCs did have hardware scrolling, in IBM EGA and VGA and forward. Carmack got Keen to work via hardware scrolling. (Keen 4-6 used full dblbuffered hardware scroll, Keen 1-3 used a rudimentary hardware scroll with a delta repaint method)
The reason hardware scrolling was rarely used on PC is that clone card manufacturers flooded the market with cards that botched the exact semantics of the hw scroll implementation - so implementing a compatible hw scroll required accommodating code very closely to multiple vendors' undocumented quirks (see Vogons forum on Keen scrolling where it is extensively researched)
Given that the comparison perspective is so constrained to be console focused, would be best to leave PCs out. (Voodoo and "OpenGL Extensions" sections are factually imprecise, and do poor justice to actual history)
How does it feel knowing that it was Epstein who created the culture wars and psyopped you into being the angry bald incel who rages at women in video games you are today?