| NEGA July 10, 2001, 11:49 PM |
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well now that i tried the demo, and i am impressed, although the framerate wasn't staggerting, i get way higher than that in quake 3 with bot ai and alot more poly detail, but overall nicely done. It has nice bsp implementation, almost SOF style but no exploding body parts, hah ;) The only other thing was the enviroment mapped objects, mainly the water and metal, not too sure if it was sphere or cube mapping, but annoyed me greatly on the cabinets and liquids. Get rid of it, try using specular and emissive lighting, that usually does the trick.
-Wait one more thing, i noticed that the floors and walls were smoothly blurred with distance, instead of the line articles produced by trilinear filtering, did you use aniotropic or higher mip lod's?Because the effect was very nice compared to all the other FPS Engines.
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