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It's 2006 and we still don't have [insert your request here]

  • MrH2o
  • December 1, 2006 at 9:07 PM
  • MrH2o
    • December 1, 2006 at 9:07 PM
    • #1

    We have come along way when it comes to computers and graphics, but there are some stuff that havent been done properly (or at all) I will list some

    1. Running water

    Imagine liquid, Imagine a world of blood, water, oil, lava, mud, slime...you get it...is it really that hard?

    2. Clipping problem

    Its not a big deal, but seeing how a hand go right tru the neck when the character scratching his back makes it looks alittle "low budget" dont you think?

    3. Fire

    same as with liquid, have been done 100th of time but the only fires that caught me was RTCW's flame thrower and Postal 2 can with fuel.

    ......... come up with your own! Maybe santa will bring em to you

  • sk3tch
    • December 1, 2006 at 9:52 PM
    • #2

    Where your computer only draws WHAT IT SEES...Not's what's around the corners in video games.

    ...Talking about HL2 engine though. I don't know if they've actually done it on other engines.

  • Nysuatro
    • December 1, 2006 at 10:11 PM
    • #3

    Half life 2 episode 2

  • RD
    • December 1, 2006 at 10:37 PM
    • #4

    a dynamic frontpage

  • Bic-B@ll
    • December 2, 2006 at 3:31 AM
    • #5

    im not coder but id have to guess that it would be possible to make some kind of polygon intersection detection thing, you can do it with bullets and hit boxes. even if it was some kind of out of game thing for making the animations if ingame doing it was too resource intensive.

    and id love to see volumetric water and a func_light entity that you can apply to a brush. brush based lighting ftw

  • Zacker
    • December 2, 2006 at 8:37 AM
    • #6

    Yes you can easily avoid the clipping problems through either hitbox or polygon intersection checks. Problem is that using boundingboxes or boundingspheres are significantly faster to compute.

  • Bic-B@ll
    • December 2, 2006 at 8:56 AM
    • #7

    welll if animations are premade, why should computation matter.

  • TomWithTheWeather
    • December 2, 2006 at 5:16 PM
    • #8

    Complain to the big hardware companies. We've been able to do this stuff on the software side for years. That's not the problem.

    The problem is, we need features like this to run in real time and affordable hardware that can do these things smoothly in a highly detailed game environment is slow to come.

    One thing we often forget when developing games is that we are an industry of magicians. We are concerned with faking effects and hiding what's around that next corner just for the sole purpose of giving the end user a smooth real time experience. We use such things as normal maps to fake real 3D geometry, not because that's how it should be done, but because that's how we have to do it to create a playable game.

  • Fletch
    • December 3, 2006 at 2:31 AM
    • #9

    It's 2006, and I want a puppy.

  • insta
    • December 3, 2006 at 3:02 AM
    • #10

    Seamless loading of levels in FPS games. I don't want to stare at a load-screen anymore

    Although I heard this was a feature of Unreal 3 engine.

  • FMPONE
    • December 3, 2006 at 3:07 AM
    • #11
    Quote from insta

    Seamless loading of levels in FPS games. I don't want to stare at a load-screen anymore Although I heard this was a feature of Unreal 3 engine.

    I can't speak for the engine as a whole, but in Gears of War the levels load ridiculously fast for how good they look, and it makes playing the game much more addicting.

  • TomWithTheWeather
    • December 3, 2006 at 3:35 AM
    • #12

    Yes, UE3 seamlessly loads as you play through the game.

  • Skjalg
    • December 3, 2006 at 10:09 AM
    • #13

    the possibility of physically slapping someone over the internet

  • SnipaMasta
    • December 3, 2006 at 11:13 AM
    • #14
    Quote from insta

    Seamless loading of levels in FPS games. I don't want to stare at a load-screen anymore Although I heard this was a feature of Unreal 3 engine.

    Merry Christmas from last year.

  • Section_Ei8ht
    • December 3, 2006 at 6:15 PM
    • #15
    Quote from Bic-B@ll

    welll if animations are premade, why should computation matter.

    True. If you were to implement the detections in the modeller, it would not make a difference at runtime because the detections would not need to be calculated at runtime because they are evident in the animation precalculation.

    Oh yeah, and its 2006 and we dont even have StarCraft 2.

  • KoKo5oVaR
    • December 3, 2006 at 6:17 PM
    • #16
    Quote from Section_Ei8ht

    Oh yeah, and its 2006 and we dont even have StarCraft 2.

    yeah blizzard could make millions, i wonder what they are waiting for

  • Minos
    • December 3, 2006 at 8:44 PM
    • #17

    it's 2006 and we still haven't gone to mars

  • wacko
    • December 3, 2006 at 9:48 PM
    • #18
    Quote from KoKo5oVaR

    yeah blizzard could make millions, i wonder what they are waiting for

    hmm... I wonder the samething, WTF are they waiting for.

  • KoKo5oVaR
    • December 3, 2006 at 10:00 PM
    • #19

    christmas ?

  • Cybbe
    • December 3, 2006 at 11:25 PM
    • #20

    lol. Bst dk nkm qt evr

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