Wally
Retired Admin
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- 19 Ιαν 2006
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off topic - η κλασικα κακη μου συνηθεια
μιας και λεγαμε για Halo3 και corridors
μου ηρθε το feed απο τη Bungie το οποιο λεει τα εξης (διαβολικη συμπτωσις!)
μιας και λεγαμε για Halo3 και corridors
μου ηρθε το feed απο τη Bungie το οποιο λεει τα εξης (διαβολικη συμπτωσις!)
The need for realistic distance drawing is vital in Halo 3, because of the sheer scale of our maps. The distant mountains in that E3 trailer are absolutely real geometry. You can detach the camera, fly out to them (which would take about fifteen minutes even with our camera’s “gas” button held down) and see that they’re even textured properly. This is a function of the nature of the Halo 3 engine, and testament to the 360’s horsepower. It means we don’t have to “cheat” as much with fancy skyboxes and obfuscation.
These techniques appear in many levels, since technically most of our levels contain big, open spaces, at least part of the time. There are smaller scale applications too, such as humidity in a lush environment, and dust in a desert clime. It has fewer applications in multiplayer, but it is creeping in where required.
But on a more literal scale, one of our contract 3D artists is working on birds. So far I’ve seen seagulls and what appears to be some kind of cockatoo. Both kinds flock, wheel and fly in very large numbers. Who knows what those numbers will grow or dwindle to in the final cut, but right now the demo was about 50 seagulls wheeling and cawing above a cliff top, and looking remarkably like Discovery channel footage of an otherwise boring scene.
Αverage Encounter Recipe: Scary Post Apocalyptic Environment: 1
Phantoms: 3
Grunts: 14
Marines: 6
Brutes: 8
Jackals: 3
Wraiths: 3
Ghosts: 6
Mongoose: 1
Warthogs: 1
New version of old favorite: 1
Chief: 1
Giant Bad Guy in distance: 1
Frightening and Inexplicable Maelstrom: 1
Ancient Forerunner Artifact: 1