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Re: Rants, raves, and awe on E3 Trailer (Spoilers) | |
Posted By: menace <matt109@hotmail.com> | Date: 7/2/00 7:43 a.m. |
In Response To: Rants, raves, and awe on E3 Trailer (Spoilers) (Anthor) > Disclaimer: These are my opinions on the E3 Trailer, not in any
> 1.) The biggest factor: There is no way in hell that this was
I'm not sure I agree with you. It's pretty damn cool looking, but I don't know about "beats the snot out of" or "no way in hell it was real time." Quake 3 has a lot of capabilities you may not be aware of that also run in real-time (check out SPoG's "Lonely Planet" for instance, and that's barely scratching the surface), and as for the outdoor stuff, the sky mostly looks like a nicely painted backdrop. Also, outdoor engines are substantially different from indoor engines (the Halo indoor capability looks very nice, but not necessarily revolutionary). Also, there are visual artifacts of LOD work being done that show some limitations of the engine on current hardware, and give hints as to how this can be done in real time. And Halo isn't the only very cool looking game in development, witness Black & White, Max Payne, and Duke Nukem Forever, for instance, as well as things like Evolva and the Experience engine (Dagath Moor Zoological Gardens). > 5.) 1:33 - Look at the shadow of the ship. It morphes and bends
This has nothing to do with inverse kinematics, it's a per-pixel lighting effect. > 14.) 3:02 - For you computer buffs, look at the multitextureing
Not sure how they're doing it, but probalby more per-pixel lighting effects, or something like environmental bump mapping. It's also possible the water surface actually moves geometrically, an effect you can see in one of the GeForce2 GTS demos. > 16.) 3:19 - Nice handling on the jeep . . . mine couldn't take
Again, not IKE but rather just the physics modelling. You probably need new tires on your jeep. :) > 19.) 3:44 - Notice the (for lack of a better term)
No, kudos to AI. > 20.) 3:55 - If you notice the antenna, it's much lower than it
Again, nothing to do with IKE (though how the antenna swings around as the jeep moves is done with IK and physics modelling). For your information, inverse kinematics has to do with the "bones" in an articulated model affecting each other. That is, when you move the hand of a player model, the arm will follow it since they're attached together, and will bend naturally at the shoulder, elbow, and wrist, assuming the joints have been defined correctly and the body remains fixed. This obviously makes creating animations much easier, since the artist only needs to move a few points to get the rest to follow. IK (and its counterpart forward kinematics) interacts with the physics modelling to enable players to be thrown around in the jeep, for instance. Probably the force of the jeep falling from the drop ship caused its gun to swing around, then automatic systems repositioned it.
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