Welcome, Unregistered.

If this is your first visit, be sure to check out the FAQ by clicking the link above. You may have to register before you can post: click the register link above to proceed. To start viewing messages, select the forum that you want to visit from the selection below.

Reply
Old 26-Mar-2004, 06:24   #1
Farid
Artist formely known as Vysez
 
Join Date: Mar 2004
Location: Paris, France
Posts: 3,899
Default Serious Sam 2 Tech Demo on ATI Rxxx (DirectX & Ati booth

http://archive.gamespy.com/gdc2004/serioussam2pc/

Quote:
Although the Game Developers Conference has always been a show first and foremost about game development and technology, there are always a few new games being shown around the show floor. One nice surprise at this year's GDC was a sneak peek at Croteam's Serious Sam 2, on display in the form of a brief non-interactive demo running at both ATI's and Microsoft's DirectX booths. For some insight as to what we were actually seeing, we caught up with Croteam lead designer Davor Hunski and lead programmer Alen Ladavac.

The demo itself was barely two minutes long, featuring lots of the spacious outdoor levels similar to those found in the first two Serious Sam games (the First Encounter and the Second Encounter), albeit with lots more detail. The demo (which was being rendered in real-time, and was not a movie) -- started off with Sam sitting on a bright, shiny, three-wheeled chopper, and then driving off out into the level. According to the Croteam guys, vehicles will play a part in Serious Sam 2, and will be used in some interesting ways -- in some points, Sam may need to outrun enemies to get to a vehicle first, as enemies will be able to use vehicles as well.

Another scene showed a motley cast of characters running through the level as a squad. Keeping in line with previous Serious Sam games, all the characters were bright and colorful -- in particular two oversized behemoths built and outfitted like NFL football players. At first, we thought this might be a display of co-op in action, but as it turned out, these were actually bad guys chasing Sam through the level. If you can imagine such a thing, imagine the Blue Meanies (from Yellow Submarine) brought to life in a rainbow of flavors -- and with heavy artillery -- and you start to get the idea.

As the camera panned around the chase, a lot of effects we've come to associate with the series - big, open spaces and bright sunny skies - were all in effect. As is the norm for many graphical tech demos these days, the Serious Sam 2 demo also contained demonstrations of the game's physics, starting with the now-standard human-pachinko-machine: a series of bodies dropped off the side of a cliff, bouncing around wooden planks protruding out the side. There was also a scene in which a dozen or so metal barrels were set up and knocked over with another barrel, sending the collection falling down a hill in every direction.

The end of the demo was a showcase for one of the oversized football player enemies close up, zooming in and rotating around the character to get a good look at the character's amazingly textured surfaces. From the shiny exterior armor to the small bumps on the football being held in its hand, everything was textured to a remarkably effective degree.

Beyond the short demo, Hunski and Ladavac weren't able to reveal much about Serious Sam 2. The team is still hoping for a 2004 release, although that date isn't set in stone and could still slip into next year. The basic formula clearly hasn't changed, with lots of huge, bright, colorful levels, minimal story, and tons of enemies to shoot. And to our delight, cooperative play will return, as it was one of the most popular features of the exisiting Serious Sam games.

Croteam has grown much since the release of their first games -- there were about 10 people on the original Serious Sam team, but they've now grown to over 20 people. As a team based in Croatia -- far from the center of the game development world -- the original Serious Sam demo was instrumental in building up a buzz around the game, and a demo for Serious Sam 2 will almost certainly be released before the game. When that might be is still a mystery, however - we'll keep tabs on Serious Sam 2 as the game continues development.
The 10 best pics available :? http://www.eurogamer.net/article.php?article_id=55027












The polycount seems (even on those blurry pics) high , and the engine feature all the "next-gen must have"

A few more informations for those who never heard of this engine:

http://croteam.com/

The firsts Serious Sam (both fisrt and second encounter) were quite impressive on the technical side (lots of effects, spacious levels, bug free, etc...), i hope this new version will be as much impressive as the first one in his time.
__________________
- Power corrupts and absolute power is kinda neat.
- If at first you don't succeed, put it out for beta test.
--Internets
Farid is offline   Reply With Quote
Old 26-Mar-2004, 06:29   #2
Wunderchu
Member
 
Join Date: Nov 2003
Location: Burnaby, B.C., Canada
Posts: 873
Default

cool
thanx for the heads up
Wunderchu is offline   Reply With Quote
Old 26-Mar-2004, 06:29   #3
Waltar
Member
 
Join Date: Nov 2003
Location: trapped inside Jen-Hsun Huang's basement
Posts: 130
Send a message via AIM to Waltar
Default

Serious sam is one of the only games I know of that literally had zero bugs. Thats how a dev team should do it, godammit. This looks absolutely gorgeous. The foilage looks jawdropping, modeling looks quite nice..I'm guessing maybe 50k polys for everything? Maybe some multipassing..

I'm more interested in the render then the game, though.
Waltar is offline   Reply With Quote
Old 26-Mar-2004, 08:04   #4
Fodder
Stealth Nerd
 
Join Date: Jul 2003
Location: Sunny Melbourne
Posts: 1,112
Default

2 minutes of shaky-cam. They say they'll have a high-res high-quality capture soon.
__________________
Human Rights [X---------|----------] Robert Menzies
Fodder is offline   Reply With Quote
Old 26-Mar-2004, 08:27   #5
Dave Baumann
Gamerscore Wh...
 
Join Date: Jan 2002
Posts: 12,950
Default

Quote:
both ATI's and Microsoft's DirectX booths
Implication being that they've dropped OpenGL as the primary development platform in favour of DirectX?
__________________
Expand. Accelerate. Dominate.
Tweet Tweet!
Dave Baumann is offline   Reply With Quote
Old 26-Mar-2004, 08:31   #6
Evildeus
Senior Member
 
Join Date: May 2002
Posts: 2,657
Default

Really? the vidéo looks good to me.
__________________
Keep in mind, these threads are for entertainment purposes, if 3D tech is your hobby. These rumors should be taken with a grain of silicon - Luminescent
Evildeus is offline   Reply With Quote
Old 26-Mar-2004, 08:38   #7
g__day
Senior Member
 
Join Date: Jun 2002
Location: Sydney Australia
Posts: 575
Default

Hot damn but I loved Serious Sam's first two titles - these games seriously rocked!
g__day is offline   Reply With Quote
Old 26-Mar-2004, 08:49   #8
Farid
Artist formely known as Vysez
 
Join Date: Mar 2004
Location: Paris, France
Posts: 3,899
Default

Quote:
Originally Posted by DaveBaumann
Quote:
both ATI's and Microsoft's DirectX booths
Implication being that they've dropped OpenGL as the primary development platform in favour of DirectX?
It look like that's the croteam follow the DX train...

Sad that one of the best OpenGL Dev team goes DirectX (even if it's only for the publicity).The Xbox version of the game must be one of the primary reason of this.

On a side note i'm quite sure that there will be an Opengl Version.
__________________
- Power corrupts and absolute power is kinda neat.
- If at first you don't succeed, put it out for beta test.
--Internets
Farid is offline   Reply With Quote
Old 26-Mar-2004, 13:31   #9
Guden Oden
Senior Member
 
Join Date: Dec 2003
Posts: 6,201
Default

Who CARES what api it'll use as long as the game looks awesome, runs fast and plays well?

If anything I'd be glad to see everyone drop OGL so we could be rid of the extension hell that's currently plaguing that development environment. The standard just isn't moving forwards, no matter what else you may want to say about MS, but at least they've embraced some new features these past few years...
__________________
Top one reason why capital punishment is immoral and wrong:
You can release an innocently convicted man from jail,
but you cannot release an innocently convicted man from death.
Guden Oden is offline   Reply With Quote
Old 26-Mar-2004, 14:21   #10
london-boy
Me me me
 
Join Date: Apr 2002
Posts: 15,349
Default

I'm sorry, but isn't SS2 already out? *Me confused*... *ducks*
london-boy is offline   Reply With Quote
Old 26-Mar-2004, 14:23   #11
Tim Murray
chaos dunk
 
Join Date: May 2003
Location: Mountain View, CA
Posts: 3,274
Default

Serious Sam: Second Edition != Serious Sam 2.
Tim Murray is offline   Reply With Quote
Old 26-Mar-2004, 14:26   #12
Bjorn
Senior Member
 
Join Date: Feb 2002
Location: Luleå, Sweden
Posts: 1,775
Default

Quote:
Originally Posted by Guden Oden
Who CARES what api it'll use as long as the game looks awesome, runs fast and plays well?

If anything I'd be glad to see everyone drop OGL so we could be rid of the extension hell that's currently plaguing that development environment. The standard just isn't moving forwards, no matter what else you may want to say about MS, but at least they've embraced some new features these past few years...
Isn't Open GL 2.0 pretty much the same as DX9 SM 3.0 ?
__________________
"Yeah, well, i'm gonna build my own theme park, with Black Jack, and hookers. In fact, forget the park"

//Bender - Futurama - episode 2
Bjorn is offline   Reply With Quote
Old 26-Mar-2004, 14:27   #13
Tim Murray
chaos dunk
 
Join Date: May 2003
Location: Mountain View, CA
Posts: 3,274
Default

uh, is OGL2.0 even defined yet?
Tim Murray is offline   Reply With Quote
Old 26-Mar-2004, 14:55   #14
Fodder
Stealth Nerd
 
Join Date: Jul 2003
Location: Sunny Melbourne
Posts: 1,112
Default

Quote:
Originally Posted by The Baron
Serious Sam: Second Edition != Serious Sam 2.
SS: The Second Encounter. Between SS: The First Encounter (SS1) and SS: The Next Encounter (GC/PS2).

It was sort of a standalone expansion pack, like Doom 2.
__________________
Human Rights [X---------|----------] Robert Menzies
Fodder is offline   Reply With Quote
Old 26-Mar-2004, 15:16   #15
london-boy
Me me me
 
Join Date: Apr 2002
Posts: 15,349
Default

Quote:
Originally Posted by Guden Oden
but at least they've embraced some new features these past few years...
"Some"??? Jeez that's the understatement of the year. I'm sorry but i remember the old days, with DX<6, and i have to admit, DX is one of the very few things MS is getting right. *ducks*
london-boy is offline   Reply With Quote
Old 26-Mar-2004, 15:17   #16
Zeross
Member
 
Join Date: Jun 2002
Location: France
Posts: 233
Default

Quote:
Originally Posted by Guden Oden
Who CARES what api it'll use as long as the game looks awesome, runs fast and plays well?
Here you got a point

Quote:
If anything I'd be glad to see everyone drop OGL so we could be rid of the extension hell that's currently plaguing that development environment. The standard just isn't moving forwards, no matter what else you may want to say about MS, but at least they've embraced some new features these past few years...
This is just plain wrong : new features are continuously added to OpenGL : VBO, ARB_VP and ARB_FP, GLSLANG and next PBO or Superbuffers. And the extension hell is a big exageration, moreover it's for the most part Microsoft's fault. The extension mechanism IS a good thing, it lets you try hardware functionnality right out of the box without waiting for the API writer to come with something to cover this. That's the way it should be used but thanks to MS and the part of the GL driver that comes with Windows we have to use extensions for anything that needs more than GL1.1 core. But I wouldn't call it "hell" it's juste a little painful but you've got some extensions loading library which hide alll the mess for you.
__________________
Twitter
Zeross is offline   Reply With Quote
Old 26-Mar-2004, 15:43   #17
Joe DeFuria
Regular
 
Join Date: Feb 2002
Posts: 5,951
Default

Quote:
Originally Posted by Zeross
And the extension hell is a big exageration, moreover it's for the most part Microsoft's fault.
Now, that's a new one. I heard MS is als responsible for male pattern baldness...

Quote:
The extension mechanism IS a good thing, it lets you try hardware functionnality right out of the box without waiting for the API writer to come with something to cover this.
Yes, great for devs to try new stuff out...but entirely debatable as a consumer benefit.
Joe DeFuria is offline   Reply With Quote
Old 26-Mar-2004, 16:35   #18
VVukicevic
Junior Member
 
Join Date: Mar 2004
Posts: 18
Send a message via ICQ to VVukicevic Send a message via AIM to VVukicevic
Default

Quote:
Originally Posted by Guden Oden
If anything I'd be glad to see everyone drop OGL so we could be rid of the extension hell that's currently plaguing that development environment. The standard just isn't moving forwards, no matter what else you may want to say about MS, but at least they've embraced some new features these past few years...
OpenGL 2.0 = OpenGL 1.5 + GLslang, essentially. That "extension hell" in many ways pushes the industry forward, by giving the hardware makers a way to expose new toys to developers very quickly, so they can assess whether it's a useful path to persue or not. It does get messy, but the mess comes in from incompatible extensions for the same purpose coming from different camps -- i.e. NV_vertex_array_range and ATI_vertex_array_object. However, both were valid approaches, and they influenced the official ARB extension.

In any case, just because they added support for DX doesn't mean that they had to drop OpenGL, though it would be nice if they had remained OpenGL-only. It just doesn't make sense to do so, though, when porting/developing for the xbox is in many ways a low hanging fruit in the console space.
VVukicevic is offline   Reply With Quote
Old 26-Mar-2004, 16:41   #19
Zeross
Member
 
Join Date: Jun 2002
Location: France
Posts: 233
Default

Quote:
Originally Posted by Joe DeFuria
Now, that's a new one. I heard MS is als responsible for male pattern baldness...
Really ?

Don't get me wrong, I'm the first to defend MS when it's attacked without a good reason. For example I think the whole Media Player thing in Europe is really stupid. But this is not the topic, back on OpenGL under Windows the part that is really frustrating is having to load extensions that are part of OpenGL core since 1.2 like Multitexturing, 3D textures etc... MS promised some years ago to update Windows GL driver but we're still stuck to GL1.1 level. This part of the driver is tied with the Windows OS so MS is the only one that can update it.

Quote:
Yes, great for devs to try new stuff out...but entirely debatable as a consumer benefit.
Right but sometimes it can be useful for example if your applications use fp textures. Under DirectX NV3x cards don't support fp textures because of restrictions on their implementation. Under OpenGL all you have to do is to use the right extension. Ok it's more work because you have to do onemore code path but at least your application can be used on any hardware.
__________________
Twitter
Zeross is offline   Reply With Quote
Old 26-Mar-2004, 16:56   #20
Joe DeFuria
Regular
 
Join Date: Feb 2002
Posts: 5,951
Default

Quote:
Originally Posted by Zeross
Quote:
Originally Posted by Joe DeFuria
Now, that's a new one. I heard MS is als responsible for male pattern baldness...
Really ?
That's what I've been telling my wife, anyway.


Quote:
I'm the first to defend MS when it's attacked without a good reason. For example I think the whole Media Player thing in Europe is really stupid.
More like greedy...HEY...MS has all this money...let's just steal some. It's a farce.

Quote:
But this is not the topic, back on OpenGL under Windows the part that is really frustrating is having to load extensions that are part of OpenGL core since 1.2 like Multitexturing, 3D textures etc... MS promised some years ago to update Windows GL driver but we're still stuck to GL1.1 level. This part of the driver is tied with the Windows OS so MS is the only one that can update it.
I do find this curious...but I think we're talking about two different things. Does MS driver structure prevent promoting vendor specific extensions to ARB extensions?
Joe DeFuria is offline   Reply With Quote
Old 26-Mar-2004, 17:42   #21
Arun
Unknown.
 
Join Date: Aug 2002
Location: UK
Posts: 4,877
Default

Quote:
Originally Posted by DaveBaumann
Quote:
both ATI's and Microsoft's DirectX booths
Implication being that they've dropped OpenGL as the primary development platform in favour of DirectX?
I can confirm that.
They most definitively are NOT giving up on OpenGL though. It's just because of the XBox, the slow rate at which OpenGL is evolving, ... they just decided to focus on DX this time around. An OpenGL version of the engine most definitively IS to be released simultaneously.

Uttar
Arun is offline   Reply With Quote
Old 26-Mar-2004, 18:23   #22
Colourless
Monochrome wench
 
Join Date: Feb 2002
Location: Somewhere in outback South Australia
Posts: 1,257
Send a message via ICQ to Colourless Send a message via MSN to Colourless
Default

His problem is having to call wglGetProcAddress() to get function pointers to the Multitexture, and other GL1.2 additions.
__________________
-Colourless

D3D FSAA Viewer 5.4
Words by Cat - Truely Intelligent Viewing
Colourless is offline   Reply With Quote
Old 28-Mar-2004, 19:19   #23
oddfellow
Member
 
Join Date: Feb 2004
Location: South West England
Posts: 355
Default

Can't wait for this one. The pics were enough to make me drool even though they were low quality. I loved both the first games immensely.

I hope they get a few licences out of this engine, going by their previous work I'd say they deserve to make a few extra bucks out of their tech, which is top notch.
Incidentally, does anyone know if their previous serious engine's were licenced to anyone? Will Rock looked pretty similar, but I'm not sure if the serious engine was used
__________________
I own a computer!

Got Plufton?
oddfellow is offline   Reply With Quote
Old 28-Mar-2004, 22:30   #24
Tahir2
Itchy
 
Join Date: Feb 2002
Location: United Queendom
Posts: 2,858
Default

This game looks great, like a cartoon. I loved the original games and it's refreshing to see people talk beyond HL2 and Doom 3 once in a while

As for the effects, Croteam are known for pushing a lot of polygons in bright open spaces with a lot of detail and fluidly on even modest hardware. I cannot wait to try this out on my new NVxx or Rxxx.
__________________
Time is an illusion. Lunchtime doubly so - Douglas Adams
Tahir2 is offline   Reply With Quote
Old 28-Mar-2004, 22:51   #25
EasyRaider
Member
 
Join Date: Oct 2002
Location: Norway
Posts: 431
Default

Quote:
Originally Posted by Joe DeFuria
Quote:
But this is not the topic, back on OpenGL under Windows the part that is really frustrating is having to load extensions that are part of OpenGL core since 1.2 like Multitexturing, 3D textures etc... MS promised some years ago to update Windows GL driver but we're still stuck to GL1.1 level. This part of the driver is tied with the Windows OS so MS is the only one that can update it.
I do find this curious...but I think we're talking about two different things. Does MS driver structure prevent promoting vendor specific extensions to ARB extensions?
There are vendor specific extensions, ARB extensions and then there is core OpenGL. Vendor specific extensions can be promoted to ARB, but ARB extensions cannot be promoted to core GL under Windows. I (and probably many others) suspect MS is holding OpenGL back at 1.1 to promote DirectX.

Anyway, that's how I have understood it. I could be wrong.
EasyRaider is offline   Reply With Quote

Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

Similar Threads
Thread Thread Starter Forum Replies Last Post
ATI Fast14 tech? What difference can it make? jpr27 3D Architectures & Chips 57 07-Nov-2009 09:27
ATI Catalyst 4.10 Released Spaceman-Spiff 3D Hardware, Software & Output Devices 25 18-Oct-2004 12:00
Detailed pixel-shaded terrain rendering engine OGL tech demo Reverend Beyond3D News 68 10-Dec-2003 00:13
ATI Drives high-end features into Mainstream faster Dave Baumann Press Releases 0 24-Oct-2002 16:15
email from ati jvd 3D Architectures & Chips 2 10-Jul-2002 00:58


All times are GMT +1. The time now is 09:50.


Powered by vBulletin® Version 3.8.6
Copyright ©2000 - 2013, Jelsoft Enterprises Ltd.