Lugaru 2
And of course, tinting the screen blue involves an insane amount of liquid physics calculations.Blorx wrote:Heh, water can be much easier than liquid, unless you want the whole swimming thing, then you need to tint it blue underwater
I see DanLab is on your team, I remember him from the good old days of TNT Basic.
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if we didn't fake anything it would literally take 4-5days on a very fast computer to render out one single image of it(eg: maxwell renderer, see google)Jeff wrote:I hate to break it to you, man, but "we" fake everything in game development.Nayr wrote:BTW, just so everyone knows, simulating water is NOT simulating liquid. that is the most computationally expensive effect known to gamedevs. We fake it, instead
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"While Lugaru was more of a traditional linear action-adventure game, Lugaru 2 will give the player a lot more freedom to choose what to do next, like in Vampire: Bloodlines, or Fallout 2."
Damn, that's what I was hoping for (though I didn't think it would happen). It looks like this game is gonna be a must buy for me.
Damn, that's what I was hoping for (though I didn't think it would happen). It looks like this game is gonna be a must buy for me.
Water is a liquid, and liquids are fluids. You are probably thinking of fluid mechanics simulations using the navier-stokes equations, which can be very processor-intensive, especially in 3D. However, this is nowhere near the "the most computationally expensive effect" in game development. There are many other effects that are at least as slow, such as dynamic radiosity or photon mapping.
Underwater effects are much more complicated than drawing a bluish quad over the screen; that effect is Marathon-era technology. To render under-water views properly, you must combine volume fog, specks, 'god' rays, blue-shift based on screen depth and water density, caustics, and so forth.
Underwater effects are much more complicated than drawing a bluish quad over the screen; that effect is Marathon-era technology. To render under-water views properly, you must combine volume fog, specks, 'god' rays, blue-shift based on screen depth and water density, caustics, and so forth.
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