They've already said that it's a 2007 game. Usually people refer to the first 3 to 4 months of release of a console "launch window".
They've already said that it's a 2007 game. Usually people refer to the first 3 to 4 months of release of a console "launch window".
Usually people refer to the first 3 to 4 months of release of a console "launch window".
I thought MS basically coined the phrase?? Were there launch 'windows' before Nov 2005??
The whole launch window thing is pretty cheesy (always has been imo, 360 included) just say "a few months after launch" is that so hard??
speedtree doesnt really use procedural methods (and certainly not ingame), trees are created mainly with artist inputDoes anyone know if there's any procedural synthesis on this game? I was just wondering about whether any games are doing procedural textures at all yet, and thought with HS at least the devs are around to ask! Apart from SpeedTree there doesn't appear to be any making noises in this field.
I was just wondering about whether any games are doing procedural textures at all yet
Does anyone know if there's any procedural synthesis on this game? I was just wondering about whether any games are doing procedural textures at all yet, and thought with HS at least the devs are around to ask! Apart from SpeedTree there doesn't appear to be any making noises in this field.
A good way to save space but once you have blue ray..who cares? lol![]()
I was thinking more realtime content. AFAIK that mentioned method is pre-creating textures algorithmically on startup and then using them exactly as normal. I thought SpeedTree did this by varying the trees as they are created when they come into view.platon said:I don't know about about HS but there is an XBLA game called Roboblitz http://www.roboblitz.com/site.html that is using procedural textures using a tool called ProFX from Allegorithmic http://allegorithmic.com/v2/ProFX_roboblitz.htm
My inspiration for considering this was outside in the evening seeing the tiny shadows cast by the detail on a brick wall. I got thinking how you could create procedural texturing for a surface as you get closer. You'd have your large brick textures from afar, and as you approach the wall, detail is added algorithmically to add realism. To keep it consistent you'd need a 'seed' texture or value, perhaps per vertex, so the procedural material doesn't vary either between frames or when you zoom out and zoom back in again. For things like random noise, procedural texturing should add considerably to realism, elliminating repeating textures, without costing much to implement, but it depends how you get the texture info to the GPU. It may be better to have the maths done in pixel shaders rather than CPU. It'd be great on things like walls, trees, dirt and the such.I'm kidding.. (non trivial) procedural textures are a really interesting field and I'd really wish to have enough time to study the subject.
I was thinking more realtime content. AFAIK that mentioned method is pre-creating textures algorithmically on startup and then using them exactly as normal. I thought SpeedTree did this by varying the trees as they are created when they come into view.
My inspiration for considering this was outside in the evening seeing the tiny shadows cast by the detail on a brick wall. I got thinking how you could create procedural texturing for a surface as you get closer. You'd have your large brick textures from afar, and as you approach the wall, detail is added algorithmically to add realism. To keep it consistent you'd need a 'seed' texture or value, perhaps per vertex, so the procedural material doesn't vary either between frames or when you zoom out and zoom back in again. For things like random noise, procedural texturing should add considerably to realism, elliminating repeating textures, without costing much to implement, but it depends how you get the texture info to the GPU. It may be better to have the maths done in pixel shaders rather than CPU. It'd be great on things like walls, trees, dirt and the such.
Even though there seems to be advantages like much smaller file sizes and even more importantly much faster loading, I wonder how many will even bother to look into it just because the space is there after all and I guess there are more acute matters to attend to...
Here's a 720p direct-feed variant of the E3 trailer - it's not the exact same as the E3 trailer as far as I can tell. It has footage from that, spliced with Andy Serkis's main character:
http://www.playsyde.com/leech_2906_en.html
It came off of a promotional DVD you get with preorders in parts of Europe.
What do you mean by 'good procedurals'? Take a random roughnessas that could be used for a brick or ground texture. That can be calculated very straightforwardly per pixel with a cellular or other noise algorithm. Creating such a texture wouldn't need the data to be written to a texture file; it wouldn't need adjacent pixels to be calculated to work out what any given pixel is. If the algorithm fits onto pixel shaders it can be calculated per pixel with no need for creating a texture at all.