http://www.gdcvault.com/play/1020583/An ... e-Approach
Would love to see an open-source implementation of that in the good old quake engine
My favourite game ever. Same realism on skeletal model/damage inflicted I've only seen in Skyrim and Ryse: son of Rome. If you should do something like that on a open source framework I'd be the first to sponsor youonly to a more extreme level that would be more comparable to what was done in JP:Trespasser.
Expanding upon that: It could work, but only if properly done. New features should be implemented in a way that they doesn't feel out of place when implemented.leileilol wrote:My point is, 'revolutionary new tech' is not a solution for game design issues and shoehorning new things doesn't fix games.
I'm trying to use procedural animations with DP and IQM and, believe me my friend, it's so frighteningly difficult that recreate all bosses/enemies/player/items QUake models in Skeletal ones would be for me a breeze!In Quake's case, almost all models would have to be recreated, along with all of the code for the animations, and much of the physics code. Because even if the gameplay don't change, the physics code would need to generate extra data for the animations. Otherwise, there's no way to make it work that well.