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| Slave Join Date: Jan 2005
Posts: 735
| Making great graphics -16X Antialiasing (beyond this, is it even an improvement?) -A full atmospheric model (outdoors only, using terragen as guideline) -High Dynamic Range rendering -Per pixel shadowing -1280X1024 resolution -Some kind of fast radiosity -Dynamic anisotropic hair (not quite sure if I understand this) What other stuff is needed for great graphics in real time? Also, I know that alot of games use maps (bump mapping, light mapping, HDR maps, etc.) is that neccesary? I really don't feel like implementing support for these things, and it seems like making all the maps would take a great deal of time while reducing the flexibility of your game. Before I get told how hard making an engine like this, I realize it will be alot of work and I won't ever end up making it look as good as I want. Luckily, the nongraphical parts of the engine will be easy as I already have experience with 3D sound, UDP, and game phyiscs. |
| MadCow257 is offline | |
| | #2 | |||||||
| Super Moderator Join Date: Aug 2001
Posts: 7,470
| Quote:
Watching the horizon in a flight sim turn into a stairstepped fuzzy affair is quite ugly. Watching distance objects become fuzzballs because of over-anti-aliasing is equally as ugly. Quote:
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Check out Pacific Fighters by 1C and Oleg Maddox. The sun glare is major uber and major annoying. Quote:
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__________________ If you aim at everything you will hit something but you won't know what it is. | |||||||
| Bubba is offline | |
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