chapban. said:
That look pretty good for a multiplayer map. 7 Master Cheifs in the foreground, 1 Master Cheif in farground, one Warthog, probably supporting up to 16 players and more combat vehicles to be seen, bumpmapped ahoy, quality physics engine, firepower alight, texture filtering, somethin flyin' the sky, undulying grounds, detailed texture cliffs surrounded, fallen structures littered, land that seem to stretch on.
So psst..psst.. Defence Minister IBP, which other console multiplayer maps do this good?
you may be surprised to learn that, chap, but the master chiefs are hardly polygonal monsters - that's the whole point of bumpmapping, ya know (there are popular q3 custom models heavier on polygons than a master chief -- see
this). and that's w/o even bringing into play geometry LOD for the further ones. so don't count too much scene complexity onto those proverbial '7 master chiefs + 1 warhog'. unfortunately, there's hardly anything else in those shots so i can clearly see your strive to overemphasize the role of the character models in the scene, but that's it. the scenes seen in those shots are vanilla by any contemporary standards, and the major cause for that is in the lanscape simplicity shown there -
_the_ major factor determining the draw distance in an outdoors engine is the landscape complexity - all that is shown in those shots you praise so much is a handfull of regular-polyweight chars on a very, erm, shall i say non-obtrusive terrain.
oh, and re game physics (not that it's relevant or that anybody has seen h2's physics in actinon yet, but at least you'd know in the future) - in multiplayer games physics calculations (except for some very trivial/safe ones) are
not dupilcated across all peers - you may have 20 players in the game, but that does not mean the physics calcs for each one of those 20 actors are repeadted across all 20 peers - usually the physics for one actore are calculated at one node only, and then broadcasted to the rest participants*. so at the end of the day, you can't even say that the physics for those 7 master chiefs + a warhog have been calculated on one node, see?
* otherwise, aside from the duplication of effert, other unwished effects may appear - duplicate physics calcs for one object per one moment in time may actually lead to divergencies - peer A sees actor X as falleing off a cliff, whereas peer B claims X is still sitting right on the cliff's edge.
Panajev2001a said:
Chap.. psst... here... Darkblu, might have actually some skills in the world of 3D Rendering ( or have you as well started your full softweare renderign project lately ? ).
Pana, there's hardly any need of such credentials here, it's all a matter of common sense : )