View Poll Results: Guys, In terms of GRAPHICS!, simplicity, hardware requirements, innovation, hu's your bet in the Ult

Voters
18. You may not vote on this poll
  • Doom 3 Engine

    1 5.56%
  • Half Life 2: Source Engine

    10 55.56%
  • F.E.A.R Engine

    3 16.67%
  • Far Cry Engine

    1 5.56%
  • Unreal Engine

    3 16.67%
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Results 31 to 40 of 44
  1. #31

    Default Re: The Battle of the PC FPS Engine Giants, Go Fight!!!


    my vote goes to hl2 and fear for fps. so far this 2 games have blown my mind and im still very much impressed with their engines. hands down for oblivion for the best game environment ive ever played on.

    @chocomai and malakokang. you guys use 3ds max sad d.i? i havent had any experience exporting models unto a game engine and ive been using max for quite some time now. ubay2x na d.i mga max users diri cebu thats good to know. how many polys kasagaran inyo mga models? apil nya ko ninyo kung naa mo project.

  2. #32

    Default Re: The Battle of the PC FPS Engine Giants, Go Fight!!!

    gemcadz, for the torque engine, a good polycount would be 5000 to 7000 for character objects(players,enemies, vehicles, basically those that have animations and imprtant objects) and around 500-600 for doodads(weapons, other objects).

    levels for games are made using BSP editors, like Quark, Valve's Hammer(quake, half life), cartography shop, giles3d, wings 3d, gtkradiosity, and many others, DarkBasic, etc etc.

    gemcadz, if u wanna try exporting models to game engines, get unreal 2004game(naa ang engine didto sa game disc mismo, free for educational use, the unreal engine is 200,000 dollars for license plus royalty, but free for educational use)


    gem, you have a basic "man" model with run, jump and duck animations you like to donate? :mrgreen:

  3. #33

    Default Re: The Battle of the PC FPS Engine Giants, Go Fight!!!

    grabeha ka low poly gyud d.i sa.. pero i think its decent enough for a low-poly model.

    i might try that unreal engine someday... hopefully our internet normalizes by feb na.

    walk, run and jump animations? i have some motion captured animations but they're all in .bip formats para sa character studio sa max. how do you use the animations in a game engine anyways? ok ra na kung bip format? i'll check it when i get home from work kung unsa gyud kadak-a ang filesize and hopefully ma email ra nako nimo

  4. #34

    Default Re: The Battle of the PC FPS Engine Giants, Go Fight!!!

    ana jud na bsta games and game engines, because realtime ang manipulation, objects have to hve low poly, whether its torque, halflife, quake etc,

    animations once its properly setup in a character in max,can be exported directly to the game engine, there are plugin exporters for many game engines

  5. #35

    Default Re: The Battle of the PC FPS Engine Giants, Go Fight!!!

    bro, pde man sad ma optimize ang poly count sa usa ka scene, instead using real time shadows for stationary or fixed objects, mas pas2x cya kn i texture map lang ang shadow sa texture, clamp those by using a light/sun reference point or u cud just predict asa iya shadow mu igo. pero sa mga char og interactive gamit dyud ug real time or simple shadows lang.. kinsay naay directX 9.0C SDK ninyo?

  6. #36

    Default Re: The Battle of the PC FPS Engine Giants, Go Fight!!!

    An Engine is great if other developers will use it. IMHO Epic is the only developer today that is laughing there way to the Bank $$$$




  7. #37

    Default Re: The Battle of the PC FPS Engine Giants, Go Fight!!!

    Quote Originally Posted by Malakokang
    bro, pde man sad ma optimize ang poly count sa usa ka scene, instead using real time shadows for stationary or fixed objects, mas pas2x cya kn i texture map lang ang shadow sa texture, clamp those by using a light/sun reference point or u cud just predict asa iya shadow mu igo. pero sa mga char og interactive gamit dyud ug real time or simple shadows lang.. kinsay naay directX 9.0C SDK ninyo?
    yop. there are many wayz to optimize, bake in shadows(fake shadows), instead of letting the engine "calculate" where it puts the shadow everytime, Texture MipMapping, LevelofDetail (switching), creation of Portals(area dividers) for "indoor type areas. reusing of textures, reusing of objects, etc. and low poly objects especially when making FPS , we need fast smooth visuals, pero kng board games or other types of games kay pede ra ma highpoly gamay.

    bro , sa gg kay somebody made a 3d fighting game,and used higher poly characters, 20k polygons man siguro to. and it was smooth, shempre kay there are only 2 characters and a very minimal "battle area" so smooth ghapon bsan higher poly ang mga player objects

  8. #38

    Default Re: The Battle of the PC FPS Engine Giants, Go Fight!!!

    thnks bro, uve got my point!

  9. #39

    Default Re: The Battle of the PC FPS Engine Giants, Go Fight!!!

    What is Square Enix doing with the Unreal engine?

    -->http://www.gamespot.com/news/6164718.html


  10. #40

    Default Re: The Battle of the PC FPS Engine Giants, Go Fight!!!

    crysis engine is by far the most impressive. 2nd is unreal 3.. and no crysis engine is not the same engine used in FAR CRY.
    and Gears of WAR is not FPS.

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