Posts by 2d-chris
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sod the contest, make a game!!!

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Reallly awesome dude, reminds me more of the original UT than UT3 ... and thats a compliment
the colors, not so crazy art and slightly simplified gameplay space kick ass
IMO ut3 was too busy from a visual aspect for classic gameplay.PS. you should apply to crytek if you're looking for work

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I really like the new content browser
the tags idea is something all asset browsers should include. -
sucks big time

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so ... the plot thickens

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CryENGINE®3 SandboxTM now enables real-time editing of multi-platform game environments; simultaneously
making changes across platforms from CryENGINE®3 SandboxTM running on PC, without
loading or baking delays. The ability to edit anything within the integrated CryENGINE®3 SandboxTM
and simultaneously play on multiple platforms vastly reduces the time to build compelling content
for cross-platform products.
WIN

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The content you've seen is for console, the engine itself has been improved in many aspects. I can't say any more but if you where at GDC you'd see some really amazing stuff. It's not a light version of the engine, it's the complete one.
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It's gona take some time to get the tech right for everyone. When that happens it will be great

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Lets face it though, those two screenshots are about the worst in the video. For Console it looks very good indeed. That is if you want big scaled environments. Oh and that videos quality kind of sucks

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table tennis for the win.
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All I have to say is; WIN
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Things like this are electrifying
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oh just to say - Winternights is one of my fav custom maps for CS!! So roarsome.
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It's more of a _how do I like to make levels_ disscusion than about Unreal Engine

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Yeah but my point being even with a pretty dated pipeline you can make the years best game
it's not about what you use but more about what you do with it.There are tons of ways you can make levels, but suggesting that BSP (solids) is a dated and doomed method is not really correct, if you keep it in perspective of what it's used for

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I don't think anyone suggested that BSP is still alive from an artistic or even performance point of view. The only real advtange of using solids for game development is for fast prototypes of layouts, scales and player leading.
It's not about level designers being lazy or not wanting to learn modeling, it's about understanding what part of game development you are expected to master. With a AAA title, the days of one guy making a layout, art pass and scripting are almost gone.
Yes you CAN use max/maya for rough layouts, but i'd rather have the option to adjust everything in seconds than have to fart around in a 3d program. I've had experience making everything in maya and exporting to Unreal, it's not a bad approach but defintely slower. it depends on what stage of a project you are working on, how much your expected to change a layout and when you consider a whitebox ready for an art pass.
Lets also not forget 3d max per license isnt exactly cheap, where as a UED lisence can be shared for anyone on the project.
Just when you consider the game engine and pipeline to be so important, take a look at Valve ... the ability to change a layout drastically AFTER an art pass is done undoubtably helps them create some of the best games in the industry.
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yeah for prototyping! BSP is where the party is at
