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#141 | |
Registered User
Join Date: Aug 2006
Location: Scunthorpe/United Kingdom
Posts: 2,178
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I respect your opinion though, but it's just that, as is mine. |
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#142 |
Registered User
Join Date: Jul 2014
Location: Finland
Posts: 1,207
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This whole discussion can be settled with one argument; Morrowind has CHIM.
....;-) |
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#143 |
Registered User
Join Date: Dec 2015
Location: lilura1.blogspot.com
Posts: 93
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Nothing to do with the 3D graphics engine. Gothic is more advanced than Morrowind yet doesn't CTD anywhere near as frequently. And it doesn't employ cells yet features seamless contiguity, far more complex environmental interaction (ladders, interactable placeables that MOVE), much better pathfinding and more variable AND precise movement and positioning of the Avatar in a 3D world-space. And Gothic came out before Morrowind yet is far superior in terms of design and code.
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#144 | ||||
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,911
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How does Quake deal with moving between cells in a large open world? Oh that's right it doesn't. I am still keen to understand why you think Quake is an infinitely better engine when it simply isn't capable of doing what NetImmerse was designed for any more than NetImmerse can do a fast LAN arena game. |
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#145 |
Registered User
Join Date: Aug 2006
Location: Scunthorpe/United Kingdom
Posts: 2,178
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#146 | |
Bit Copying Bard
![]() Join Date: Jan 2017
Location: Kelty, Fife, Scotland
Age: 41
Posts: 1,301
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#147 |
Registered User
Join Date: Feb 2015
Location: Sweden
Age: 50
Posts: 3,005
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No! I worked on Project Entropia (now "Entropia Universe") which is a MMORPG and it ran on NetImmerse /Gamebryo for several years until they replaced the entire engine to a custom version of CryEnige (2). Mindark then spent a lot of time and effort on removing the limitations of CryEngine to "keep" the features of GameBryo it ran on until that point (basically seamlessly streaming assets/terrain in and out etc).
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#148 | ||
Registered User
Join Date: Dec 2017
Location: Denmark
Posts: 186
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Quote:
ps. From your quake "review" Quote:
Last edited by LaBodilsen; Today at 11:55. |
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#149 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,911
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Only polygon models (monsters, pickups, etc) are Gouraud shaded in Quake. They also use affine texturing, which accelerates the calculations a lot (only the weapon view model uses perspective correction). The world is just straight up textured and performs perspective correction once every 16 (or maybe 8, I forget) pixels on screen ans interpolates between them. This is why you get a sort of ripple along the wall textures at sharp angles.
The world is lit by dynamic light mapping, not Gouraud. The way this works is that the engine maintains a cache of active textures for walls. This cache contains the result of blending the basic texture with the baked in lightmap. When your moving light source illuminates a wall, a temporary texture is created. A circular light spot, size calculated based on the distance from the source is calculated at the same resolution as the lightmap (which is something like 1/64th the texture, e.g. 1 lightmap texel is 8x8 texture texels) and summed with the lightmap, and reblended onto the texture to produce a new temporary result. The lightmap is scaled to the texture size with interpolation during blending. And this happens for every visible world surface that each dynamic light source interacts with in a single frame. Now that's impressive. One of the reasons it's affordable is because the game uses MIP mapping. When doing your fresh blend calculations you only need to do them for the MIP level of the visible polygons and only the most nearby ones are at level 0. MIP mapping also accelerates the rendering of far surfaces since you don't stride through the texture in great big steps and waste cache bandwidth. Try turning it off and see how well the game runs ... Last edited by Karlos; Today at 10:24. |
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#150 | |
Rumpig
Join Date: Aug 2006
Location: The bottom of the bottle
Age: 93
Posts: 264
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Bwahahaha! Arrogance really comes from insecurity, and in the end our feeling that we are bigger than others is really the flip side of our feeling that we are smaller than others. |
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#151 | |
Registered User
Join Date: Jul 2015
Location: Novi Sad, Serbia
Posts: 1,746
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In Gothic you have 3 parts that you need to wait to load, and load back to main map: - Old mine. - New mine - Sleepers chambers (at the end of the game). But why you pull this on as an argument at all? This is what I don't understand. Oblivion (as far as I remember) doesn't have any loading screen, let alone Skyrim, and that didn't make them less dull games. All Elder Scrolls games are like Stannis Baratheon from Got series.. dull.. boring... wanted to be loved.. but they lack charisma. ![]() |
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#152 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,911
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All this talk got me nostalgic. I've recovered what I think is the source and assets for my old quake mod, but not the engine port. I think I scrapped that after it went GPL anyway. I would like to find it still because there was a W3D direct version I'd been working on (standard quake 3D transformation and clipping with W3D as just the end rasterizer). I think I'd gotten to the point where it rendered the world geometry, but I don't think it got any further than the BSP, without lightmap.
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#153 |
Pixelglass/Reimagine
Join Date: Jun 2012
Location: Athens
Posts: 1,071
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Getting back to Dread/Grind, this talk made me realize -on the other hand- how unrealistic is asking from this current engine to become a basis for an open world RPG. I.e. there is a monumental amount of extra work that needs to be done to even get close to that. Memory management in particular is super difficult already, imagine having to also manage a persistent world, monster encounters, dialogue trees, quests, inventory management etc. etc.
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#154 |
cheeky scoundrel
Join Date: Nov 2004
Location: Spijkenisse/Netherlands
Age: 43
Posts: 7,105
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Besides there not being enough time in a human life to do it.
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#155 | |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,911
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#156 |
Registered User
Join Date: Nov 2021
Location: Utrecht/Netherlands
Posts: 342
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I remember on twitter John Carmack replied to KK Altair about the grind and said nobody uses software renderers nowadays because of gpu hardware rendering pipeline stuff
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#157 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,911
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Locutus, Tsak |
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