D
wow look at that, all the things the SlipSpace Engine can't do.CEDEC conference is this week where Athia devs gave a talk on procedurally creating open worlds. Probably first look at some assets and world lighting for forests areas in Project Athia. LP typically uses their game in development as demonstrations for the engine update talks.
Session content
Placing a vast world map by hand has already reached its limit.
LUMINOUS ENGINE has developed a system that uses node-based tools to describe rules and automatically arrange plants, houses, rivers, gimmicks, etc. with meaning.
Tool design philosophy, optimization techniques for calculating vast areas in real time,
By what kind of calculation do you finally decide the location?
We will share the technology filled with the know-how of each artist and engineer.
I mean..there's literally nothing remotely impressive in this video anyway.wow look at that, all the things the SlipSpace Engine can't do.
... I kid...
or not.... sad if true.
I know lol I'm just being an ass about it. Talking about recompiling for 24 hrs after moving a boxI mean..there's literally nothing remotely impressive in this video anyway.
That's probably why a certain 343i employee has so much time on his hands & spends his whole life fucking around on a certain forum (GAF & new Era)...I know lol I'm just being an ass about it. Talking about recompiling for 24 hrs after moving a box
Dammit, the pop in is terrible.
I thought the Luminous Engine went to the same place your pairs of socks go when you wash them and only get one back.
Yeah, it feels like the games are starting to have the same color palette again...Though I presume this one has its custom engine?Recently it often seems that grey / brownish look of UE3 days is coming back.
Yeah their own, but i don't think it's related to engines. Quake was maybe the first to demonstrate this problemThough I presume this one has its custom engine?
Recently it often seems that grey / brownish look of UE3 days is coming back.
I guess the reason is hiding discontinuities with using just one color. As the scene is composed form a limited number of rock / vegetation models, you want those models to be similar and uniform. Otherwise they pop out and form unwanted patterns.
Now, with increasing level of detail this problem becomes harder to solve again, forcing them to make stuff even more uniform? But IDK, lacking experience with current days detailed assets.
Maybe it's indeed just art direction and they want it this way?
If not, some low frequency data to alter colors gradually could help at low cost?
Yeah their own, but i don't think it's related to engines. Quake was maybe the first to demonstrate this problem
Basically you demonstrate how they use color grading to fake TOD and weather conditions, hihiPretty sure it's just from the different time of day and various cloud/weather systems on Luminous.