![]() Here's how Source 2 was presented in 2003 at E3. So I'm obviously biased a bit, but I quite enjoyed the Valve games and in their hands, the engine manages quite a few of the best games out there just fine. I played a lot of Half-Life Source, Half-Life 2, all the episodes, Left 4 Dead 1 and 2, Portal games. I remember Doom 3 as linear, going through corridors and rooms and killing everything, also everything DARK and mostly washed out (because gray and dark green and brown textures compress well so video cards give you a few fps more when there's low polygon count and low detail stuff) It was a game built for an engine and it meant that the next game to use that tech. I can't say much about Farcry, wasn't a fan of it back then. And while Doom 3 ’s engine was technically impressive, it really could only do one kind of game: Doom 3. It also introduced awesome facial expressions, syncing voice with mouth (which worked with audio in other languages as well. ![]() Doom 3 has a much more gloomy and brooding athmosphere and you encounter the remnants and residues of other humans everywhere. some of these things were not present in game engines before source 2 No, Quake 4 has a full scale war going on and you are stranded in the industrial facilities of a hostile alien world. Other great features for when it was introduced was PHYSICS, playing with objects, interactions between objects, (breaking things or throwing things that interact with other things in a chain reaction), configurable cameras and viewpoints, director to queue events and stuff (see Left 4 Dead games, how the zombies are spawned by a director based on player performance on the maps). ![]() Half-Life 2 engine was quite versatile, you could do open spaces, you could do closed spaces, and it worked really well in "software mode" or on video cards with very low performance. That game engine won't do well in open spaces, most likely won't have good AI in open spaces where pathing and decision trees are more difficult to implement. for example a game engine could be optimized for levels where everything is small rooms, corridors, tight places, therefore no need to process huge amount of lightning, landscapes, high levels of details (no need to zoom in the distance or load different levels of texture qualities depending on how far away from something you are). Some engines are optimized for some specific things.
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