Spark Engine Q&A
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
Comments
Hope they're good ones!
(Even VALVe relied on Havok for HL2. hehe)
Oh, and obviously you can get a lot of questions from <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=106596" target="_blank">this thread</a> too, Max.
Bacteria and nanites disassembling them with a red-greenish or blue particle effect, or something completely different?
I'll answer any question that I think would be interesting for people to read about. Specific ones are the best.
And of course do we have to reset triggers and stuff like we had to do in NS1 on a round end or will the engine handle those things as well?
How many light sources do you expect to be able to have in a room before performance starts to degrade unacceptably?
Is there any kind of LOD scaling on world models?
Any plans for height-mapped surfaces?
Are sound environments flagged with marker entities, or are they decided upon automatically?
How does your animation blending system handle quadrupeds? Remembering that goldsrc's didn't do it very well.
Is there anything in the physics system that prevents intersection of ragdoll models? Will corpses be physically-operable and server-side?
Is there any kind of bounce-lighting? Or are shadows going to be solid black without explicit lighting?
--Scythe--