|
|
Hey Guys,
Sorry for the late replay, I've been a little overloaded with things to do. OK, see If I can clear some stuff up.
First of all, VE just sent me a link they have yet to post, but I think its ok, if I post it here (before they actually post it). I think it answers a lot of questions here, so here it is.
http://www.voodooextreme.com/games/interviews/evergladerush/
I talk a lot about what goes into our engine, how the game plays etc., how it all works, and theres some funky new screenshots in there to =)
David: The poly count of models close up is insanely high, and its all based off of your fps, so if its pretty high, we keep on putting polygons on the screen, until its your desired fps. If you want 60 fps, we'll try to get it, but there probably won't be much drawing. All models are based off of their own LOD system, so the ones far away are probably only around 100 polygons, whereas the ones when you get close are around 600-700. Every model in the game is like that.
Kurt: Thanks for the nice words, we got some slack for first releasing this pic, but I still think its sweet. Keep in mind its reflecting the mountain behind it, and the sky, and if a hover were to drive up it would refract and reflect that to.
Michael: I'm a neat-o freak and I think you have to be if your ever gonna survive making games. If no ones a neat-o freak graphics won't advance, and everyone will be stuck playing the same old, same old.
Freaky boy: Weve played ER on some serious crap machines, and it played real well. FYI, my dev system is only an Athlon 700 with an nv20.... so probably some of you guys have faster systems than me.
KodeAC: The shot uses a vertex program to calculate the cubemap reflection based from your eye position (lookup from a normal map), and rotated into cubemap texture space. All this on a perpixel level, wheras before (geforce 1-2), it was all done as a predefined opengl enable (I think it was gl_reflect_from_eye?), and because its in a vertex program we can multiply in a bumpscale before we do our normal map look up, so we could literally 'bring out the depth'. Its a very technically awsome technique, and kudos should go to Cass, and the nVidia OpenGL dev guys for developing it.
James: Thanks for the nice comments =) We try our best to say the least, and just hope people take notice. Ectosaver is a very kool screensaver, and I'm writing a gem in the next game programming gems book, to show you how to implement that cam-tech into your game / app.
Umm.....I don't know much about the mac scene yet, as I have yet to dev on any macs, but I'm definately planning on porting ER over.
Maybe in a couple days I'll put together a collage or something that showcases all our cool screens, and resubmit as an IOTD so you guys can check it out then. Thanks guys!!
-Nathan d'Obrenan
www.firetoads.com
|