- Iscritto dal
- 4 Dic 2019
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Non possiamo non dedicare un topic stikkato anche ad Enemy Territory: Quake Wars, ovvero la trasposizione del noto pack aggiuntivo per Return to Castle Wolfenstein su Quake IV, che si darà battaglia con Prey (e forse con RTCW2) per il titolo di miglior sparatutto del 2006.
Per cominciare, parliamo di MegaTexture Technology e di gioco di squadra (dalla news postata su www.doomitalia.com il 14 gennaio).
You mentioned the MegaTexture technology there and how it's being used with the Doom 3 engine. Could you give us a few more details on that?
Paul Wedgwood: During the early part of the project we realised we wanted to be able to render these huge outdoor areas and John Carmack is undoubtedly the best graphics programmer on the planet. He proposed, and then devised, the idea for the MegaTexture, which is a single unique texture that covers the entire landscape.
It's 32,000 pixels by 32,000 pixels, it creates a six gigabyte source file which we then have to compress to ensure good disk space usage but actually only ends up using 8 MB of video memory on a video card.
[...]
Throughout all this, the key word is "teamplay". Wedgwood says it a lot. Of course there is some scope for personal achievement - an experience points system, which is being worked on at the moment, carries through each campaign, and Wedgwood promises it won't be as simplistic as something like CTF assists. "You can't just stand next to a flag and bank some points." They're also toying with the idea of persistent ranks. But it is a team game first and foremost. With absolutely no single-player in the box. As to what is in the box, there's talk of 12 maps, although they may cut or add maps right up to the last minute, and Wedgwood's quite clear about why: "It doesn't matter if we've spent six months on one, if we're not happy with it and it's not fun we're not going to ship it," he states.
Per cominciare, parliamo di MegaTexture Technology e di gioco di squadra (dalla news postata su www.doomitalia.com il 14 gennaio).
You mentioned the MegaTexture technology there and how it's being used with the Doom 3 engine. Could you give us a few more details on that?
Paul Wedgwood: During the early part of the project we realised we wanted to be able to render these huge outdoor areas and John Carmack is undoubtedly the best graphics programmer on the planet. He proposed, and then devised, the idea for the MegaTexture, which is a single unique texture that covers the entire landscape.
It's 32,000 pixels by 32,000 pixels, it creates a six gigabyte source file which we then have to compress to ensure good disk space usage but actually only ends up using 8 MB of video memory on a video card.
[...]
Throughout all this, the key word is "teamplay". Wedgwood says it a lot. Of course there is some scope for personal achievement - an experience points system, which is being worked on at the moment, carries through each campaign, and Wedgwood promises it won't be as simplistic as something like CTF assists. "You can't just stand next to a flag and bank some points." They're also toying with the idea of persistent ranks. But it is a team game first and foremost. With absolutely no single-player in the box. As to what is in the box, there's talk of 12 maps, although they may cut or add maps right up to the last minute, and Wedgwood's quite clear about why: "It doesn't matter if we've spent six months on one, if we're not happy with it and it's not fun we're not going to ship it," he states.