Fire, Blood, Explosions: Prototype 2's Over-the-Top Effect
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- Posts: 2126
- Joined: Sat Nov 25, 2006 1:49 pm
Fire, Blood, Explosions: Prototype 2's Over-the-Top Effect
Usually I don't cross post tech stuff, but this is a quite interest reading about particle systems.
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC (LordHavoc)
Re: Fire, Blood, Explosions: Prototype 2's Over-the-Top Effe
I've been using the memory allocation strategy mentioned in that for almost half a year now, and for a lot more than just particles. It rocks.
We had the power, we had the space, we had a sense of time and place
We knew the words, we knew the score, we knew what we were fighting for
We knew the words, we knew the score, we knew what we were fighting for
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- Posts: 2126
- Joined: Sat Nov 25, 2006 1:49 pm
Re: Fire, Blood, Explosions: Prototype 2's Over-the-Top Effe
Yeah, i found particularly interesting the way they implemented some basic performance measure in the engine so the artists could find by themselves a compromise between "what I want and what I can".
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC (LordHavoc)
Re: Fire, Blood, Explosions: Prototype 2's Over-the-Top Effe
I'm surprised they bother to measure overdraw. PS3 really sucks for its sharp frame drops from blending, so that's important
i should not be here