![Image](http://img2.postimage.org/171930/engine.jpg)
As you can see, it's definetly not the Doom3 engine.
Moderators: fliptw, roid, CUDA
The shadows change with the position of the sun, the sky changes, visibility changes, and lights can be set to come on based on light.Kyouryuu wrote:shadows don't move, and the dynamics of the world don't change. On the other hand, they do pop on neon trim decorations, change the skydome, and put some point lights around headlamps and traffic signals.
The engine presently optimizes the object indexs and maintains lists for zones. This allows for it to not really have to cycle as much as one would think.Kyouryuu wrote: Automatic visibility culling is also a really cool next-gen feature. You don't really have to place "portals" anymore. The engine is responsible for figuring out if an object occludes another and, if so, removes it from being rendered. In Unreal terms, everything is now an Antiportal.The quirk of this, however, is that object count generally becomes an issue. Depending on how the occluder works, it may have to iterate on hundreds of objects to figure out what is and isn't in view.
In the vast pantheon of Descent 3 levels, only 1% have ever come close.Skyalmian wrote:At the moment all I'm wondering is whether or not there are level development limits. Development limits; very annoying.
True. And while such limits like 3000 faces are tolerable, what I don't find tolerable is a grid or overall size limit. Some people may want to build very large but keep it simple. Example: Halo.Kyouryuu wrote:In the vast pantheon of Descent 3 levels, only 1% have ever come close.Besides, if you are, you're probably overbuilding anyway.
Also, in case no one has realized, a quick out of realtime soft shadows is hard shadows on lightmapped surfaces, i.e. Nexuiz. It won't work for colored lights, but otherwise, it looks perfect.Krom wrote:On the realtime shadowing subject, while optimizing it for the best performance is good, it's also good to have an easy out, allow hard shadows instead of soft, or completely disable dynamic shadows (with the ability of the level editor to override that setting in special cases when a dynamic shadow is needed for some object to convey the story). So even if it is really rough on low end systems to do the shadowing I really doubt there will be a problem adjusting the settings to get optimal performance out of most PCs.
Thanks for clearing that up, I wasn't sure if diffuse was soft or shadows that were not completely black(i.e. Doom3) but had some of the environment below visible.Krom wrote:Thats what everyone means by "soft shadows".Also, will there be diffuse shadows (aka fuzzy around the edges)?