Frequently Asked Forum Questions | ||||
Search Older Posts on This Forum: Posts on Current Forum | Archived Posts | ||||
Re: Halo World - To Matt | |
Posted By: Forensic | Date: 8/14/00 4:17 p.m. |
In Response To: Re: Halo World - To Matt (Smokey) > Wow. You know alot. I bet Derek Smart could use a guy like you
He's not saying that it's impossible, he's saying that it's bad design, and I mostly agree with him. If you were allowed access to the entire (nearly earth-sized) Halo, it would just be too damn big. This is a problem game designers are already starting to deal with. Serious Sam has a level that is 100 square miles large. From the Engine FAQ: Engine FAQ Your most asked questions 9. What is the scope of the Serious Engine? Does it provide support for playing sounds, for input, network and other miscellaneous tasks. The engine does not handle only rendering. It is a thoroughly complete framework and handles game requirements from the bottom to the top. It starts by wrapping most usual tasks in simple-to-use C++ classes to offload programmer work, and completes with intuitive and easy to use editors and custom scripting language based on C++.
8. When will the demo and tools be released? Demo will be released after Easter 2000, and evaluation version of tools is due for release in May 2000. 7. What kind of collision methods and collision response do you use? World is collision tested per-polygon, while models use bounding boxes non-conservatively approximated with spheres. A model can change its collision box on its own demand and check whether there is enough space for the change, and/or schedule a collision box change for when it is possible.
6. How exact are ray-casting function in the engine? Serious Engine has ray-casting functions callable from entity AI with several customizable precision parameters. World is always checked per-polygon, whereas models can be checked per bounding box or per-polygon, with exact report of the location hit. Rays can be infinitely thin or of custom thickness.
5. Your site mentions "100 square mile" level size. Is this all loaded in memory, or does the engine use a streaming technique? Serious Engine has specific support for several key-features that enable creation of large worlds. That includes multitexturing, autoanimations, specially optimized physics, heavy use of LOD techniques etc.
|
|
Replies: |
Halo World - To Matt | Reaper Man | 8/14/00 12:13 p.m. |
Re: Halo World - To Matt | Endah | 8/14/00 2:53 p.m. |
Re: Halo World - To Matt | Mark Levin | 8/14/00 3:04 p.m. |
Re: Halo World - To Matt | Luke | 8/15/00 8:24 p.m. |
Open-ended areas and game design | Knight | 8/16/00 11:57 a.m. |
Re: Open-ended areas and game design | Br'fin | 8/16/00 12:27 p.m. |
Re: Open-ended areas and game design | Mark Levin | 8/16/00 2:38 p.m. |
Re: Open-ended areas and game design | Mark Levin | 8/16/00 12:46 p.m. |
Re: Halo World - To Matt | Smokey | 8/14/00 3:29 p.m. |
Re: Halo World - To Matt | Forensic | 8/14/00 4:17 p.m. |
Above message is messed up, read this instead. | Forensic | 8/14/00 4:21 p.m. |
Re: Above message is messed up, read this instead. | Smokey | 8/14/00 5:12 p.m. |
I agree with 'nsic and Endah | Freewill | 8/14/00 8:58 p.m. |
Re: I agree with 'nsic and Endah | Forensic | 8/15/00 7:25 a.m. |
To be absolutely fair | Desio | 8/16/00 8:37 a.m. |
Re: Halo World - To Matt | Matt | 8/14/00 6:48 p.m. |
Re: Halo World - To Matt | Mark Levin | 8/14/00 7:12 p.m. |
Matt..... I am so let down. | Not For You To Know | 8/15/00 4:14 p.m. |
Re: Halo World, or Scooterville | Acid_Rabbit | 8/15/00 4:40 p.m. |
Re: Halo World - To Matt | David Oosha | 8/16/00 9:42 p.m. |
The HBO Forum Archive is maintained with WebBBS 4.33. |