Anything related to Wolfire Games and/or its products
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David
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by David » Sun Aug 21, 2005 11:11 pm
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Jeff
- Evil Twin
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by Jeff » Sun Aug 21, 2005 11:31 pm
I am so pleased
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Nuky
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by Nuky » Mon Aug 22, 2005 8:18 am
Ooooooo!
That fog looks very nice!
Will it work like the Zone Portal stuff in UnrealED? As in, the stuff you can't see will not be rendered? Same about behind hills and stuff (Anti-Portals (those are mostly hidden inside objects and hills/mountains etc.))?
*cough*mist?*hint* (<-Nah, just kidding with you, man
)
(damn, I have to stop with all the small text! >_<)
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ridestowe
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by ridestowe » Mon Aug 22, 2005 8:30 am
ok now i KNOW this wont run on my machine
seriously though, whats the framerate on thos shots? they're amazing and will definitely be a first for independant game developer
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loki J Lo
- What's "what's a computer"?
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by loki J Lo » Mon Aug 22, 2005 11:04 am
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zip
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by zip » Mon Aug 22, 2005 11:24 am
Purty, especially the first one
Nuky wrote:
Will it work like the Zone Portal stuff in UnrealED? As in, the stuff you can't see will not be rendered? Same about behind hills and stuff (Anti-Portals (those are mostly hidden inside objects and hills/mountains etc.))?
I don't know if it will have a portal system, but it will feature davids very own Frustum Culling + Frame Coherency Optimization.
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Crill3
- Indecisive titler
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by Crill3 » Mon Aug 22, 2005 11:52 am
Wow!
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David
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by David » Mon Aug 22, 2005 1:19 pm
With snow terrain I get about 150 fps with near fog, and 70 with very distant fog. The grass is not optimized yet, so it gets about half this.
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Jeff
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by Jeff » Mon Aug 22, 2005 1:22 pm
Nuky wrote:Ooooooo!
That fog looks very nice!
Will it work like the Zone Portal stuff in UnrealED? As in, the stuff you can't see will not be rendered? Same about behind hills and stuff (Anti-Portals (those are mostly hidden inside objects and hills/mountains etc.))?
*cough*mist?*hint* (<-Nah, just kidding with you, man
)
(damn, I have to stop with all the small text! >_<)
As Zip mentioned, this is taken care of by the engine itself. No extra work is needed by the map maker.
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ridestowe
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by ridestowe » Mon Aug 22, 2005 9:12 pm
David wrote:With snow terrain I get about 150 fps with near fog, and 70 with very distant fog. The grass is not optimized yet, so it gets about half this.
david i love you. i'm going to convince my local internet cafe to get this when its out so i can play it on super high rez
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Flickta
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by Flickta » Mon Aug 22, 2005 9:57 pm
Gimme rain, gimme snow!
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Albab
- This title is part one ...
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by Albab » Thu Sep 01, 2005 7:19 pm
Dude, those are things that REALLY don't need to be hi-res.
Really, little dots in the air are all you need. Oh, and david, if you intend on making a picture for showing this off, I think you should make it of a lantern in the fog, with it glowing all around.
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Nuky
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by Nuky » Fri Sep 02, 2005 7:47 am
Albab wrote:Dude, those are things that REALLY don't need to be hi-res.
Really, little dots in the air are all you need. Oh, and david, if you intend on making a picture for showing this off, I think you should make it of a lantern in the fog, with it glowing all around.
oooo, at the night! outside a wooden hut! or just on a stick with a skull on it!

can't wait to see shadows and lighting come to or from objects.
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zip
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by zip » Fri Sep 02, 2005 9:47 am
Nuky wrote:

can't wait to see shadows and lighting come to or from objects.
It's already in, look at some of the older Phoenix topics.