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


MrH2o

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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

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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?

god yes. fuck normal mapping and all that jazz. FUCK IT! Good animations with no stupid flaws like this can make games look so realistic, more than any pixel shader will. Characters leaning realistically against walls without part of their hand clipping through.. awesome!

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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

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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.

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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.

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