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Battlefield 2142 , personal opinion.

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  • #16
    Re: Battlefield 2142 , personal opinion.

    Originally posted by madness
    Well see..you can't judge it by Doom3 engine, cause it's not the same old engine anymore
    I was going to say the same thing. BF2142 is using basically the exact same engine as BF2. ET:QW is using what I would really call a new engine based on the Doom 3 engine, there's so many new features in the ET:QW engine that you wont find in the Doom 3 engine.

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    • #17
      Re: Battlefield 2142 , personal opinion.

      http://www.computerandvideogames.com...(que)id=132507

      You mentioned the MegaTexture technology there and how it's being used with the Doom 3 engine. Could you give us a few more details on that?

      Paul Wedgwood: During the early part of the project we realised we wanted to be able to render these huge outdoor areas and John Carmack is undoubtedly the best graphics programmer on the planet. He proposed, and then devised, the idea for the MegaTexture, which is a single unique texture that covers the entire landscape.

      It's 32,000 pixels by 32,000 pixels, it creates a six gigabyte source file which we then have to compress to ensure good disk space usage but actually only ends up using 8Mb of video memory on a video card. We took this basic implementation of the technology and then started developing it further so we had it working on a 3D mesh, we introduced a single parallel light source for lighting, the ability to put other models and things on the landscape, foliage, tools like mega-gen which generates the texture, geometric texture distribution, the road tool that lets you just plop roads down along a route.

      As a piece of technology, it's really good because it generates really good visuals, and that helps with player immersion. But almost more importantly, it's great for gameplay because you're finally unlocked from polygons. You derive all of your properties - vehicle traction, particles, audio effects - from the MegaTexture, even things like the stuff distribution of debris, foliage placement. All of these things can be derived from texture masks and so you no longer have to have a strip of polygons that separate the road texture from the grass texture. So it also helps with performance because we can have huge terrains that use less polygons and this disconnection between the polygons and the MegaTexture means we have more effects and more efficient texture usage as well.

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