Development Blog Update - Anatomy of a Scene
Max
Technical Director, Unknown Worlds Entertainment Join Date: 2002-03-15 Member: 318Super Administrators, Retired Developer, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, Subnautica Developer, Pistachionauts, Future Perfect Developer
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I looked really hard but couldn't see a Lerk in the video... Hmm I'll keep searching.
*dies*
And how exactly am I going to afford getting the right computer for all that?
I'm still amazed, thanks for the insight, the amount of rendering needed to get the final result is staggering to say the least.
Or well at least I think so >_>
Glad you're using AO too, it adds so much to a scene without requiring any more effort from the designer.
I don't think the computer requirements are as beefy as some of you think. If you can run Source (TF2 & L4D) well enough then you can run this well enough. Source Orange Box has a bunch of subtle layers too, but it scales well. I'm guessing this engine is going to be very scalable, but with all of this nice layers it will have long legs :)
Actually this engine does seem to have MORE better effects, but it could also be more optimized as it is newer.
QUESTION: Can the Atmospheric effects be used to create really foggy/dusty rooms where your flashlight would emit a subtle beam and cone effect? And can this dense fog affect draw distance? If not is there another effect that does?
EDIT
<!--quoteo(post=1730353:date=Oct 2 2009, 07:16 PM:name=dux)--><div class='quotetop'>QUOTE (dux @ Oct 2 2009, 07:16 PM) <a href="index.php?act=findpost&pid=1730353"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->There isn't really enough time available any more to do any vidcasts or podcasts I don't think. With the amount max is having to code at the moment I'm surprised he isn't dead.<!--QuoteEnd--></div><!--QuoteEEnd-->Yeah, pls take care of him. He's too important! If someone comes in to take a hostage... don't give them Max! Give them some artist or something ;P
Working hard for a Halloween alpha.
/falsehope :p
The Chosen One can't die.
Anyway, this was very interesting, thanks a lot.
I'm also curious, which of these details can be tuned or disabled depending on the PC and the "pro-ness" of the player to get an advantage.
But what am I going to do?
Should I get another Geforce 260 GTX just because I can, even though I know the one I already have is gonna be more than enough? :O
I am one of the "eh that's a render" people. Really good work!
I imagine you would crash pretty hard / burn out though, so long term productivity would actually be lower.
I also find it amazing how much can be done in real-time. It's amazing to me that you can get it working so fast considering how slow the render I'm writing for my gfx class goes, and considering the sheer number of calculations being done for these lighting effects.
This is actual in game. Rendering is getting things appear in the game. Pre-rendering is the thing you are thinking that we see in promo shots of games.
Great work, Max.