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Messages - MR.Mic

#361
Join Us / Re: Engine Programmer
November 17, 2006, 06:51:47 PM
Quote from: Overstatement on November 17, 2006, 06:48:32 PM
Did I mention my Geforce 4 ti-4200 cant run anything past ps1.3?

There is no reason for this game (mod? what are we calling it?) to not have fallbacks. I'm sticking up for the little people with old hardware!

Edit: I will program shaders in assembly. I'm an old dog.

Fallbacks are perfectly acceptable, as long as the framework is in place to allow for more advanced visual effects.

Modularity is going to play a key role.
#362
Join Us / Re: Engine Programmer
November 17, 2006, 06:42:49 PM
also, a good read on relief mapping...
http://fabio.policarpo.nom.br/relief/index.htm

I prefer relief mapping over parallax mapping, because parallax mapping has an inherent swim to it. Plus relief mapping self-occludes. (I know some mathematical models of parallax mapping self-occlude.) A disadvantage to relief mapping is aliasing at severe angles, due to precision problems in the raycast testing.

Also, irrlicht looks great.
#363
Public Discussion / Re: The game's engine
November 17, 2006, 06:18:49 PM
Quote from: Vega on November 17, 2006, 06:13:04 PM
"Hey guys....we don't like this mod youre making, how about we buy out for $5 million?  That sound good?"

Oh man, that would totally suck!
#364
Public Discussion / Re: The game's engine
November 17, 2006, 05:03:01 PM
Quote from: Meathead on November 17, 2006, 02:06:27 PM
True but remeber the lighting is not that great. :/ And we need good lighting and shadows.

The support is there for stencil and texture-based shadows. It also supports normal maps and specular hilights. With this framework, we could make something on par with Oblivion or Doom 3 in graphical quality.
#365
I dont know about that, but there is a plan on implementing a custom logo system for spies, and partial skinning for merc.
#366
Public Discussion / The game's engine
November 12, 2006, 10:57:20 PM
My vote is heavily AGAINST any mod-job.

The best option for controlability would be to develop an in-house engine with either custom or public open source libraries.