Cry Havoc

Just watched the video and it looked pretty impressive. Though it was rather dark, would have been nice with a "lights on" version also. And as always, "plastic" looking in a lot of cases.
 
The only thing that bothers me on most engines, probably on purpose, is that everything bounces too much and falls too slow. Seems like most games have gravity like on the moon. It's also too easy to knock stuff over everywhere. Just a little nudge on stuff will send them flying of a table for instance (the monitor in the HL2 demo for instance).

The book that falls from the shelf bounces like 3-4 times before it lies still. I don't like bouncing books, can I have heavier litterature in future games please? :)
 
carpediem said:
The only thing that bothers me on most engines, probably on purpose, is that everything bounces too much and falls too slow. Seems like most games have gravity like on the moon. It's also too easy to knock stuff over everywhere. Just a little nudge on stuff will send them flying of a table for instance (the monitor in the HL2 demo for instance).

The book that falls from the shelf bounces like 3-4 times before it lies still. I don't like bouncing books, can I have heavier litterature in future games please? :)
Agreed.
 
carpediem said:
The only thing that bothers me on most engines, probably on purpose, is that everything bounces too much and falls too slow. Seems like most games have gravity like on the moon. It's also too easy to knock stuff over everywhere. Just a little nudge on stuff will send them flying of a table for instance (the monitor in the HL2 demo for instance).

The book that falls from the shelf bounces like 3-4 times before it lies still. I don't like bouncing books, can I have heavier litterature in future games please? :)

That's hopefully only because of demonstrating purposes. Or perhaps the same as with the plastic looking materials, "let's overdo things so that everybody notices what we've done".
 
Spaceman-Spiff said:
The demo doesn't look as impressive as Unreal 3 engine's demo, though both engines features are probably similar...

I'm looking forward to see the Backyard demo. The screenshots look really nice.

One thing to remember is that demo was run on a 9700pro, I'm sure the engine scales to UE3 levels judging from the outdoor scences.
 
It's hard to tell from screenshots, but the indoor scenes don't look as good as the UE3 shots. Outdoor scenes do look nice, but all the screenshots seem to be extreme close-ups, so it makes it hard to tell how well they scale to large environments. Still, worth keeping any eye on...

Oh, I found it amusing that their lead-level designer is called CliffyP on their game forum :)
 
Scali said:
The Mansion demo impressed me anyway, seems like a very complete and flexible engine. And fast too.
Why? The main ingredients are bumpmapping, Blinn-Phong shading and shadowvolumes, which were all invented in the 70s.
 
Diplo said:
Why? The main ingredients are bumpmapping, Blinn-Phong shading and shadowvolumes, which were all invented in the 70s.

I said the demo impressed me because of its completeness, flexibility and speed. Not that the renderer does all kinds of revolutionary things that I have never seen before. I haven't made a comment on the renderer at all.
As for the Doom3-stuff, I haven't made a comment about the game there either, I believe (for the record, I think that Doom3 makes excellent use of its engine, and the whole light/shadow thing brings up a scary ambience that I have not seen before).
Try and keep up, please. Unless ofcourse you are looking for any chance to start an argument, just because you don't like my opinion on Doom3's renderer. In that case, try and grow up, please.

If anyone MUST continue this whole 'argument' about Doom3 with me, please use a PM, instead of trolling in completely unrelated threads. Thank you.
 
I have to agree that the outdoor stuff looks really nice while the indoor looks, well, not as good as UE3, in fact about on par with what Doom3/FarCry could do. I think the artwork may be the problem though, the whole thing just looks boring as hell. Some nice characters would be nice for example.
 
I'm not as impressed as with UE3's tech video. I am, however, interested in seeing how it looks on the supposed supported Dx7 hw. Not that it will make much difference, for a game engine supposed to debut in 2005 I'd expect dx9 hw to be the bare minimum.

Also:

http://www.artificialstudios.com/screenshot.php?pic=m11.jpg

Doesn't that look incredibly similar to Humus' offset mapping demo? :p
 
Mordenkainen said:
I'm not as impressed as with UE3's tech video. I am, however, interested in seeing how it looks on the supposed supported Dx7 hw. Not that it will make much difference, for a game engine supposed to debut in 2005 I'd expect dx9 hw to be the bare minimum.

Also:

http://www.artificialstudios.com/screenshot.php?pic=m11.jpg

Doesn't that look incredibly similar to Humus' offset mapping demo? :p

It's an offset-mapped stone floor thing, what do u expect... ;)
 
london-boy said:
It's an offset-mapped stone floor thing, what do u expect... ;)

I'd expect original textures. 8)

And it's not just the floor, the brick wall is also remarkably similar.
 
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