Billy Idol
Legend
I think the same, although I highly doupt that they did not plan to reveal KZ3D before E3 (again: because of the gamepro article)!Ha ha, if this is an unintended leak, then they can only blame themselves.
I think the same, although I highly doupt that they did not plan to reveal KZ3D before E3 (again: because of the gamepro article)!Ha ha, if this is an unintended leak, then they can only blame themselves.
When is it due ?
Wasn't the smoke swirl just a texture animation? It's been a while, but I only ever saw it in that one level, where the ship flies through the smoke and it swirls. It didn't seem to be based in physics, in any way, as I never saw it in the rest of the game.
sorry patsu, I don't know it. But the scans available in internet show a rather finished magazine...so maybe it is not too far away?!?
EDIT: look here: http://www.gamespot.com/pages/forums/show_msgs.php?topic_id=27322649&tag=topics;title
the poster states that he just got it...
I meant the game's release date !
Looked animated 2D main effect with some particles to give illusion of volume. Twas nice.
KZ2 doesn't has real God rays, although they do manage to give the illusion of the effect pretty well....best illusion I've seen till date in any game.
But I do believe (or atleast...feel) that the smokes & particles were volumetric & not just simple sprites.
What does the z feathering mentioned by N_B do ?
Indeed...so its dynamic sunshafts & static sunshafts then !I wonder where the line is drawn regarding godrays as beind called 'true godrays'. I mean they are all sunshafts but say in STALKER, Crysis they are dynamic and according to sun position and affected by athmosphere. Then yo uhave KZ2, Fallout 3 and more with handplaced sunshafts at certain spots. For example I just played Fallout 3 and the sunshafts are animated (undegrounds, houses with roof holes at daytime) so they dont just look static and some have layer that simulates dust being lit that is in movement within sunshaft area. Really slick and perhaps what is in KZ2 aswell.
The swirl was indeed animated to give an illusion of real time turbulence.Looked animated 2D main effect with some particles to give illusion of volume. Twas nice.
But then Patsu said that he did notice smoke casting shadows on ground, I can't remember it though....as my memory's a bit shoddy now.they are built up by sprite layers, that is how they are done and how it generally is done. The low-res effects, games blur factor and effects with good amount of particles + z-feather makes the transition between each sprite hard to notice so it looks like a solid volume.
But wouln´t deep of field and blur be unnecesary in 3d ?. I think i read that 3d already makes the deep of field effect. I´m not sure about blur...
Indeed...so its dynamic sunshafts & static sunshafts then !
The swirl was indeed animated to give an illusion of real time turbulence.
Regardless...no game uses Turbulence in real time.
But then Patsu said that he did notice smoke casting shadows on ground, I can't remember it though....as my memory's a bit shoddy now.
And then there are the smoke grenades in multiplayer. (not sure if its already discussed)
Yea when I first saw Batman AA, I thought this may be the first instance of real time turbulence. So I played around a little & found that they don't actually swirl as much to have them categorize as turbulence. Seemed just like the volumetric particle implementation in Clear Sky...but done with CUDA. There's some pretty crazy looking effects in Dark Void too, but I haven't actually played the game...just seen some videos, so can't tell much about it.Dunno about NV CUDA PhysX powered games with smoke. Some of them seem to react to interaction and simulated wind affection by moving objects. Think Batman had this IIRC.
I see.So it does for example WIC RTS on PC but the particle effects are still built up by sprites. Or Crysis where particles recieve shadows and it doesn't break illusion but almost all particle effects are built up by sprites. I assume there is some code to calcualte the contours of particle effect adn then cast a single solid shadow for it that is correct vs lightsource.
I meant the game's release date !
March 13th.