Yes, but did you have to break into my house to take a picture of me in my sleep?
Very clever, aren't you, trying to get me to admit to a felony. Catch me twice, shame on me.
Yes, but did you have to break into my house to take a picture of me in my sleep?
The Centaur's walking animation looks a little weird to me (like a walking human instead of a horse).
It has the body of a horse though...
linkGod of War III is set for 2010, but it's possible that a demo will be out this year.
According to a Tweep called MarkPlayStation, who PSX Extreme claims is a manager for Sony Mexico, a special God of War package is on its way this December.
The package will reportedly consist of a Blu-ray stuffed to the brim with God of War, God of War II and a demo for God of War III; all exclusively playable on PlayStation 3s.
An odd initiative that would surely cause a positive stir among PS3 gamers and especially God of War fans. It could even cause a bigger push to purchase the newly announced PS3 Slim.
The news is especially exciting for gamers who own a PS3 without backwards compatibility, since Sony would have to make the effort to get the franchise's first two games to work on their latest system.
I'm not sure I understand the last two sentences in context... Certainly they'll be able to do more complex material lighting, but the performance hit with increased number of lights is precisely why one would go deferred there...“The dynamic shadow system utilizes a deferred rendering solution and the dynamic lighting system uses a forward rendering solution. From the start we wanted the ability to have a lot of dynamic lights. We did not want frame rate to suffer with each light in the scene.
50 lights per game object while not using the graphics processor. All dynamic lighting is done on the PS3’s SPUs.
We have a lot of graphical features at our disposal including camera and object motion blur, depth of field, godray/lens flares, full screen color correction, distortions, dynamic lights, a robust shader system, dynamic muscle blending, skinned dynamic collision, etc. Our goal is to use each of these features in meaningful ways that add to the game play and story we are trying to tell.”
The environments in the first two installments of 'God of War' were amazing and dwarfed Kratos to a relative ant size. Kratos would literally traverse through huge levels that were mounted on the backs of giant gods called Titans. A lot of production tricks were used to give the player the sense of environme nt size within the first two games but in 'God of War III', no tricks were required. “I know this word gets thrown around a lot when discussing 'God of War' and I don’t mean to be cliché,” Feldman explains, “but the best way I can describe the environments for 'God of War III' is ‘epic.’ We are now building full environments on Titans. What was a level in the first game would now fit on a Titan’s arm. We no longer need to do camera tricks to make an environment seem like its moving. We now have dynamic skinned collisions, so the play field is no longer static.
The programmers were able to create a system that allows the artist to use up to 50 lights per game object while not using the graphics processor. All dynamic lighting is done on the PS3’s SPUs. We separate direct light (dynamic lights and baked shadowing light) from indirect (ambient, skylight, bounce).
“We animate all of Kratos’ facial animation in-house, and several other main characters as well. For some of the secondary characters, we use Image Metrics’ performance capture system to record the voice actor’s performance and apply the pixel-by-pixel facial changes to the 3D model. Once these are implemented, our animators refine the animations further.”
AlStrong said:Cool, thanks for the link. :smile:
patsu said:Cool... thanks for the link.