Lugaru 2

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Nayr
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Post by Nayr » Thu Jul 07, 2005 11:25 am

...which is even easier.

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Post by zip » Thu Jul 07, 2005 11:45 am

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
And of course, tinting the screen blue involves an insane amount of liquid physics calculations.
I see DanLab is on your team, I remember him from the good old days of TNT Basic.

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ridestowe
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Post by ridestowe » Thu Jul 07, 2005 1:31 pm

i think nayr means actually simulating the physics of moving liquid as opposed to the physics of static water.

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Lugaruman100
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Post by Lugaruman100 » Thu Jul 07, 2005 1:34 pm

David wrote:Planned features include detailed fur, much better mod support, and nice water effects.
Thats what I am talking about. Once I get past learning to program I might make a mod. I have some concepts for one but I don't feel like telling.

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Post by Jeff » Thu Jul 07, 2005 1:34 pm

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 :P
I hate to break it to you, man, but "we" fake everything in game development.

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ridestowe
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Post by ridestowe » Thu Jul 07, 2005 1:37 pm

Jeff wrote:
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 :P
I hate to break it to you, man, but "we" fake everything in game development.
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)

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Post by zip » Thu Jul 07, 2005 2:14 pm

Lugaruman100 wrote:
David wrote:Planned features include detailed fur, much better mod support, and nice water effects.
Thats what I am talking about. Once I get past learning to program I might make a mod. I have some concepts for one but I don't feel like telling.
A mod for the phoenix engine?

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Lugaruman100
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Post by Lugaruman100 » Thu Jul 07, 2005 3:43 pm

Lugaru 2.

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Post by almondblight » Thu Jul 07, 2005 4:38 pm

"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.

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Post by Nayr » Thu Jul 07, 2005 9:10 pm

true about that :lol:
I was actually talking about simulating liquid physics opposed to creating a blue wavy thing.
Tinting is incredibly easy (well, compared to liquid). Put a semi-transparent blue quad, then trim it with the stencil buffer for the water.

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Post by David » Thu Jul 07, 2005 10:23 pm

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.

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ridestowe
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Post by ridestowe » Thu Jul 07, 2005 11:51 pm

caustics would take a very powerful machine to computer, well for them to look decent anyways.

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Lugaruman100
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Post by Lugaruman100 » Thu Jul 07, 2005 11:53 pm

Will this mean lugaru 2 will need a 1.5ghz and a 128 mb vram card in order to run or will it be at 1ghz and 64 mb vram card?

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ridestowe
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Post by ridestowe » Thu Jul 07, 2005 11:54 pm

i'm sure he hasn't even decided at how complex the game will actually be...

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Post by David » Fri Jul 08, 2005 12:31 am

It should run on any decent system at varying levels of detail.

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