|
|
#49 | |
|
Registered User
Join Date: Aug 2004
Posts: 10,299
|
razor, if the game isn't under NDA could you tell us the game you are working on? Do you guys have a website with screenshots I could look at? Unfourtantly I won't be at GDC.
Also, yes, I know Doom3 wasn't built to specifically handle outdoors like the CryEngine was, but with a bit of coding, I'm sure it wouldn't be that hard to implement a system like the CryEngine has where it just puts up 2D sprites for vegitation that is far away. Couldn't you just insert an "if-then" statement that checks how far away the trees are from view and if they are a certain distance, don't draw them (or use a 2D sprite)? Jedi Academy & SOFII used Quake III technology, and as far as I know, the Quake III engine wasn't built from the ground up with outdoor environments in mind. I would be very suprised if Carmack created an engine that could not handle outdoor enviroments decently. That would be a really stupid decision and really limit Doom3's market share. Quote:
|
|
|
|
|
|
|
#50 | |
|
Registered User
Join Date: Jul 2004
Posts: 574
|
Quote:
Well I can't talk about our game till after the GDC, check us out on gamespot they should be doing a nice video of what we are showing of at GDC. Its not just a simple if then statement, the memory managment and orgnanizational system of Binary Spatial Partition The renderer breaks down after the 4096 limit due to floating point roundoff error. This is one of the limitations of a BSP tree engine. As long as you don't render more than 4096 in any direction it works fine. Momery usage gets huge for bigger levels. Actually play the game just keep your eyes open its there. I was really suprised to see it. Maybe orginally Carmack didn't want to use them, and the level designers decided to use them they do really improve looks. This is the same case for us, we were only using dynamic lights for everything but to add in accents here and there lightmaps really help out. Its not what the engine can do thats important really as long as it can do the graphics that is required for a game. For a game like Doom 3 or most indoor FPS, Unreal 3 tech and Doom 3 are great. They can do outdoors to a limited amount which is all thats needed of them. |
|
|
|
|
|
|
#51 | ||
|
Registered User
Join Date: Feb 2005
Posts: 80
|
Razor1, I was telling Nv40 to shut up if he was going to continue to make stuff up as he goes. Don't tell me you are qualified to tell me to shut up as well when I am just trying to get facts to be presented in this thread.
Your story about how Doom 3 uses lightmaps doesn't seem true. Sorry if I come off as argumentative, but all of the interviews and modders have said the exact opposite. I hope you can understand I need proof before believing a statement like that. Quote:
Quote:
Last edited by HIWTHI; 03-05-05 at 01:31 AM. |
||
|
|
|
|
|
#52 | |||
|
Registered User
Join Date: Mar 2005
Posts: 141
|
Quote:
Quote:
Quote:
Further, for at least the render data, all surfaces are treated the same regardless of whether they are brush geometry, static models, or dynamic models. I'm not sure how much more unified you can get... ![]() |
|||
|
|
|
|
|
#53 | |
|
Is not an Intel fanboi
Join Date: May 2004
Location: Burlington, VT
Posts: 1,368
|
Quote:
I'm sorry, but I spent a lot of time trying to get shadowing in FarCry to look like Doom's, but it just doesn't do it. Now if you can prove to me that it indeed calculates shadows based on all lights, then you'll have a basis for argument. The screens posted by you prove that every object can possibly cast one shadow, but quite frankly the geometry in that room isn't quite indicitve of the shadow casting abiliy of the engine. Coupled with the fact that you said Doom's renderer was BSP based, and seemed so sure... ![]() (Oh, and this isn't a flame, I'm just attempting to counter your argument ) |
|
|
|
|
|
|
#54 | ||||
|
Registered User
Join Date: Jul 2004
Posts: 574
|
Quote:
Well there is one function that limits the shadow capability in the cry engine thats because its not a bug it was programmed for performance enhancements its clipping planes are a bit agressive and this isn't hard to change. Actually show me in doom when an object casts more then one volumetric shadow? Please do cause I haven't seen it yet. just remember its bad enough for 2 dyanamic lights in the Doom 3 engine (turning on flashlight slows things down), thats two passes. You want to calculate another shadow for each object? also open a level in th editor and start turning off dynamic lights, you will see there is only 1 per area that is casting shdaows in Doom. We can do it in the Cry engien thats not a problem, but shadows fade out when you use 2 light sources because theres more light. There are two shadows though. Quote:
Quote:
Quote:
would think Robert would know what he was talking aboutLast edited by Razor1; 03-05-05 at 09:05 AM. |
||||
|
|
|
|
|
#55 |
|
Is not an Intel fanboi
Join Date: May 2004
Location: Burlington, VT
Posts: 1,368
|
Razor1,
You've got PM. To everyone who's following, Razor1 made his point in an intelligent way, and I'm going to find out more from him and update my first post accordingly :-) |
|
|
|
|
|
#56 |
|
Registered User
Join Date: Jul 2004
Posts: 574
|
Thx Intel,
Oh just to let ya know I'm going to be out of town for the GDC and till around April 5th taking a much needed break ![]() |
|
|
|
|
|
#57 | |
|
Registered User
Join Date: Feb 2005
Posts: 80
|
As an avid Devmaster.net forum member I just want to let you know that the author of the article fixed his statement the day after the article came out. Since then it has read:
Quote:
http://www.newworldvideogames.com/pl...%20Engine.plan I wouldn't be throwing around the word idiot if I were you Razor. From the Devmaster forum the author seems like a nice and knowledgeable guy who has helped me out quite a bit. From your statements I can't say the same about you. |
|
|
|
|
|
|
#58 | |
|
Is not an Intel fanboi
Join Date: May 2004
Location: Burlington, VT
Posts: 1,368
|
Quote:
Razor1 knows what he's talking about as well, and we've had some discussion about this very thing before, and about some shader related material :-) Let's try to keep this thread civilized, because it's interesting, as i'm sure many of you think as well. |
|
|
|
|
|
|
#59 | ||||
|
Registered User
Join Date: Jul 2004
Posts: 574
|
Quote:
Well for someone that is knowledgable shouldn't be talking about which engine is better if he doesn't understand the premise behind it. He should be only mentioning features and benefits of an engine not going to the conclusion of which engine is better. Otherwise he just puts his foot in his mouth and it makes him look like an idiot. He might be a nice guy but he shouldn't do a direct comparision with HL 2 and Doom3 , thats gotta be the worst comparision of graphics technologies in the world. HL 2 if the shaders were rewitten can do what Doom 3 does. And if you add in the lip sync to Doom 3 well it can do what HL 2 does. See the difference? Quote:
Just because it uses lightmaps means its lesser of a technology? And the BSP thing I don't think he knows what he is talking about, I can write down at least 10 features of a BSP why it would hurt an outdoor environment. Quote:
OH my god another shallow look at engine technology if you can write one surface shader you can write any number of surface shaders. Quote:
He just bought into the Havok hype. Do you really think physics engines are that hard to make? Rag dolls are probably the most complex phyical simulations out there right now. Both engine are fully capable of equal level of physics. |
||||
|
|
|
|
|
#60 | |
|
Registered User
Join Date: Feb 2005
Posts: 80
|
Quote:
|
|
|
|
|
![]() |
| Thread Tools | |
|
|
Similar Threads
|
||||
| Thread | Thread Starter | Forum | Replies | Last Post |
| Amazing Soft-Body Physics in CryEngine 3 | News | Latest Tech And Game Headlines | 0 | 05-29-12 08:40 PM |
| CryEngine 3 / Beam Physics: Soft Body, Hard Metal | News | Latest Tech And Game Headlines | 0 | 05-29-12 05:30 PM |