Hellbinder
27-Mar-2002, 07:15
This is a game/engine I just found out about. Its called STALKER, Oblivion Lost.
First download the movie from www.fileplanet.com Its at the top of the lower showcase section of the main page.
Now read this stuff. The game engine is called X-Ray. This game makes Halo look like a N64 game!!!!! Check out these specs.
Here are the main features of the title:
Levels combining closed spaces as well as enormous open areas
Visualization optimized for hardware TnL (both FF and shading capable parts)
Continuous level of detail technology for all the geometry
~100 000 polygons per frame at 60 fps on average hardware
Detailed character models (500-10 000 polys)
Powerful skeleton-based animation allows usage of motion-capture hardware and produces smooth and realistic motion of characters
High-speed blended animation system capable of up to infinity number of bone interpolation & modulation
SSE/3Dnow! Technologies used for skinning and forward kinematics
Vertex shaders used on shading capable hardware
Detail objects (grass/small stones/etc)
Portal-style, non-linear subdivision based visibility detection system
Optimized for T&L hardware in the way of grouping primitives to large-size batches
Greatly reduces overdraw - which is the main slowdown on even high-level video boards
Usage of antiportals (aka Occluders) for occlusion culling
Intelligent hardware state caching technology
Both Direct and Radiosity lighting models
Colored dynamic lights and dynamic "soft" shadows
Character shadowing
Intelligent light sources selection, clipping, merging
Makes possible more than 50 dynamic lights per frame at reasonable FPS-es
Ordinary stuff: flares, coronas, etc
Intelligent shader subsystem
Dynamically generated textures
Reflections, chrome effects, etc.
VR-Simulation engine optimized for massive payload
High-performance collision detection allowing simultaneous motion of large number of characters in high polygonal environment
Realistic physics simulation (ballistic, motions, fluid engine, snow, rain, explosions, etc.)
Motion compensation scheme
Hides many visual artifacts produced by FPS-es instability
Particle system with real physics
High quality HRTF 3D-sound with clipping and partial wave tracing
"Low-penalty" & "low-delay" reaction technology (less then 1ms to start HRTF 3D Sound Source to play)
Context-relative multiple-mixed music streams in MP3/MP2/WMA/ADPCM formats
Computer rivals possess virtual hearing and sight, which when combined with worked out AI makes them tough enemies
Different kinds of enemies, military vehicles, helicopters, boats, etc (work in progress)
Accurate hit calculation algorithm
Powerful built-in scripting language
Full realization of C-language and partial C++
Only 6-8 times slower than real (x86) code
AI
Simulation Level-Of-Detail and Culling
Virtual sight, hearing, feeling
Fuzzy logic controlled agents
Advanced terrain reasoning with tactical assessment
Adapting tactics with reinforcement learning
Dedicated snipping tactics
Team maneuvers
Support for all D3D compatible accelerators, starting from 2nd generation (TNT/Voodo2/etc);
The most important part of the mathematics is optimized for SSE & 3Dnow! instructions
Editor supports both 3DsMAX 2.5/3/4 and Lightwave 6.5/7 as modeling tools
DROOOOOOLLLLLLL!!!!!!!
First download the movie from www.fileplanet.com Its at the top of the lower showcase section of the main page.
Now read this stuff. The game engine is called X-Ray. This game makes Halo look like a N64 game!!!!! Check out these specs.
Here are the main features of the title:
Levels combining closed spaces as well as enormous open areas
Visualization optimized for hardware TnL (both FF and shading capable parts)
Continuous level of detail technology for all the geometry
~100 000 polygons per frame at 60 fps on average hardware
Detailed character models (500-10 000 polys)
Powerful skeleton-based animation allows usage of motion-capture hardware and produces smooth and realistic motion of characters
High-speed blended animation system capable of up to infinity number of bone interpolation & modulation
SSE/3Dnow! Technologies used for skinning and forward kinematics
Vertex shaders used on shading capable hardware
Detail objects (grass/small stones/etc)
Portal-style, non-linear subdivision based visibility detection system
Optimized for T&L hardware in the way of grouping primitives to large-size batches
Greatly reduces overdraw - which is the main slowdown on even high-level video boards
Usage of antiportals (aka Occluders) for occlusion culling
Intelligent hardware state caching technology
Both Direct and Radiosity lighting models
Colored dynamic lights and dynamic "soft" shadows
Character shadowing
Intelligent light sources selection, clipping, merging
Makes possible more than 50 dynamic lights per frame at reasonable FPS-es
Ordinary stuff: flares, coronas, etc
Intelligent shader subsystem
Dynamically generated textures
Reflections, chrome effects, etc.
VR-Simulation engine optimized for massive payload
High-performance collision detection allowing simultaneous motion of large number of characters in high polygonal environment
Realistic physics simulation (ballistic, motions, fluid engine, snow, rain, explosions, etc.)
Motion compensation scheme
Hides many visual artifacts produced by FPS-es instability
Particle system with real physics
High quality HRTF 3D-sound with clipping and partial wave tracing
"Low-penalty" & "low-delay" reaction technology (less then 1ms to start HRTF 3D Sound Source to play)
Context-relative multiple-mixed music streams in MP3/MP2/WMA/ADPCM formats
Computer rivals possess virtual hearing and sight, which when combined with worked out AI makes them tough enemies
Different kinds of enemies, military vehicles, helicopters, boats, etc (work in progress)
Accurate hit calculation algorithm
Powerful built-in scripting language
Full realization of C-language and partial C++
Only 6-8 times slower than real (x86) code
AI
Simulation Level-Of-Detail and Culling
Virtual sight, hearing, feeling
Fuzzy logic controlled agents
Advanced terrain reasoning with tactical assessment
Adapting tactics with reinforcement learning
Dedicated snipping tactics
Team maneuvers
Support for all D3D compatible accelerators, starting from 2nd generation (TNT/Voodo2/etc);
The most important part of the mathematics is optimized for SSE & 3Dnow! instructions
Editor supports both 3DsMAX 2.5/3/4 and Lightwave 6.5/7 as modeling tools
DROOOOOOLLLLLLL!!!!!!!