MrH2o Posted December 1, 2006 Report Posted December 1, 2006 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 Quote
sk3tch Posted December 1, 2006 Report Posted December 1, 2006 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. Quote
Pericolos0 Posted December 2, 2006 Report Posted December 2, 2006 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! Quote
Bic-B@ll Posted December 2, 2006 Report Posted December 2, 2006 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 Quote
Zacker Posted December 2, 2006 Report Posted December 2, 2006 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. Quote
Bic-B@ll Posted December 2, 2006 Report Posted December 2, 2006 welll if animations are premade, why should computation matter. Quote
TomWithTheWeather Posted December 2, 2006 Report Posted December 2, 2006 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. Quote
insta Posted December 3, 2006 Report Posted December 3, 2006 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. Quote
FMPONE Posted December 3, 2006 Report Posted December 3, 2006 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. Quote
TomWithTheWeather Posted December 3, 2006 Report Posted December 3, 2006 Yes, UE3 seamlessly loads as you play through the game. Quote
Skjalg Posted December 3, 2006 Report Posted December 3, 2006 the possibility of physically slapping someone over the internet Quote
SnipaMasta Posted December 3, 2006 Report Posted December 3, 2006 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. Quote
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