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Tema: Bioshock Infinite

  1. #91
    Member Avatar korisnika Geble
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  3. Dve nove slike (wallpapera).

    Spoiler:



  4. #92
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  6. odushevljava me broj poligona
    can't have it all!

  7. #93
    Newcomer Avatar korisnika dokonababa
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    Ahh, Bioshock it never gets old.
    HAL: Look Dave, I can see you're really upset about this. I honestly think you ought to sit down calmly, take a stress pill, and think things over.

  8. #94
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  10. Pusti broj poligona, dal ti vidis da ce imati opet omanju revoluciju u FPS zanru ?!?!

  11. #95
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  13. Citat Citiram korisnika: Bob Marli Pogledaj poruku
    Pusti broj poligona, dal ti vidis da ce imati opet omanju revoluciju u FPS zanru ?!?!
    Nope. Sve sto ja vidim je presipanje iz supljeg u prazno u prapotopskom Unreal 2 enginu.
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  14. #96
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  16. Nemas ti pojma. Sto uopste komentarises svaku igru kad si rekao da si zavrsio sa gamingom ?

  17. #97
    Member Avatar korisnika Geble
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  19. Covek iz Irrational Games-a je dao komentar o nekim izmenama koje su primenjene kao AI, "lebdece" zgrade...

    http://irrationalgames.com/community...ics#post-66156

    Hi folks! Sorry to jump into this so late, but I just stumbled upon this thread. I'm the Technical Director here at Irrational, so I thought I'd just jump right in and give you a little more insight into the engine changes we've been making for BioShock Infinite.

    Over the last few years we've been put together an world-class team of engineers with a single goal: do whatever it takes to bring the Columbia and the amazing world of BioShock Infinite to life. We're talking about a world where entire buildings are moving around in the sky, you're fighting AIs at 90mph on Sky-Lines as you dangle high above the earth, and racing through vicious weather to rescue Elizabeth while battling your way through hordes of enemies determined to stop you at any cost. Right from the outset we realized that this was going to be a monumental undertaking on the tech side, but decided it was a challenge that we simply had to take on in order to give gamers the kind of quality experience they've come to expect from Irrational Games and BioShock.

    We started out by taking a look at the original BioShock engine, and very quickly realized that the tools in that engine were too underpowered and unwieldy for the depth and complexity of the gameplay and narrative we had planned -- our very patient but long-suffering designers and artists were due for a total toolset overhaul. That alone was one of the most compelling factors behind our decision to abandon that engine and start over with UE3 as a base.

    But UE3 out of the box was not enough to meet the demands of this game, so we took out a knife and started doing some surgery:

    • Given the intelligence and sheer number of AI we planned to throw at the player, we needed an entirely new AI system that was both more efficient and gave designers the ability to author their own behaviors. And because smooth and complex animation is the key to looking intelligent, we got down to business building a new animation system on top of Natural Motion's 'Morpheme' technology.

    • All major FPS engines (CryEngine 3, UE3, id Tech 5) are designed and optimized for static environments that the player moves through, which is a reasonable choice because, even if there are trees moving in the wind, the ground under the player's feet isn't going anywhere. Unfortunately for our tech team (but good for you) everything in Columbia is capable of moving. The very ground beneath your feet could fall out of the sky at any moment, which makes for some awesome gameplay and visuals but required us to create a completely new technology that we're calling "Floating Worlds". You saw a little of this in the gameplay demo video (in the part right after Saltonstall jumps on the Sky-Line) and you'll be seeing a lot more of it in the future.

    • To meet the aesthetic goals of our art team, our rendering gurus had to write a whole new renderer for BioShock Infinite based on Deferred Lighting (a technique used in Uncharted 2, CryEngine3, and Killzone 2), and on top of that they've developed a proprietary per-pixel dynamic relighting scheme that allows characters and dynamic objects to receive global illumination.

    • BioShock 1's audio system was... umm... "sub-optimal". This time around our sound team demanded a new audio pipeline based on AudioKinetic's WWise technology that supported 5.1 with adjustable dynamic range and a fully dynamic mixing system. Not only did our engineers rise to that task, but they subsequently took it up a notch and implemented both a custom sound propagation system (so voices properly echo down corridors and around buildings) and a dynamic wind audio system that reinforces the dynamic weather in the world.

    • Finally, we've built a whole new parallel processing framework (a "job architecture", in programmer lingo) that lets the engine take advantage of as many cores as you can throw at it. This will let us eke out all the power of the PS3 and 360, and also give hardcore PC gamers something to show off their rigs with.

    That's just a sample of some of the major changes we've done so far on our way to building BioShock Infinite. Hopefully in the future we'll be talking some more about these and some others I haven't mentioned, so please subscribe to our podcast and keep your ears open!

    -Chris
    Menjao Geble : 02.11.2010. u 10:14

  20. #98
    VIP member Avatar korisnika MAD_MUzzY
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    Lepo, lepo
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  21. #99
    Moderator Avatar korisnika nex999
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  23. ...na papiru

    Ako ovo znaci da cu moci po volji da "obaram" delove grada, a ne da to nemo posmatram u skriptovanim sekvencama, i da ce pokretni objekti zaista imati GI, onda jeste - lepo.

    Adervajz, cist bullcrap. Optimizovani endzini za staticki teren & stuff...jea rajt. Zivo me zanima da li se ispod tog lebdeceg grada nalazi pokretna planeta ili sta. Sta me sprecava da izmodelujem isto to sto i oni i postavim na z=24 u editoru

    Ovo za koriscenje resursa procesora i ne treba da bude vredno pomena, to se valjda podrazumeva

    Neka NAJZAD rese wide rezoluciju kako treba, za pocetak
    who's fucking with my medicine

  24. #100
    Member Avatar korisnika Geble
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  26. U sustini mozes da odrasis bez toga, ali ima par problema.

    Da bi static meshevi mogli da se pomeraju treba da budu postavljeni kao ili InterActor (Interpolation Actor, tj. ranije zvan Mover) ili kao KActor (pokretni static mesh na kome moze da se koristi i fizika da bi reagovao na okolinu). Moveri se u sustini koriste za liftove, pokretna vrata, rotirajuce fanove itd, a koristili bi se i u ovom slucajui.

    Sto se tice tog pristupa mogao bih to da odradim, ali po onoj "zasto prosto kad moze komplikovano". U jednostavnoj varijanti funkcioniosalo bi po principu da ubacis ogromnu stencugu kao mover, i onda ubacujes ostale mesheve kao movere (zgrade i ostalo) i kace se na stenu. Zatim bi napravio odredjenu vremensku sekvencu kako ce ta stena da se klati levo-desno, gore-dole, sekvenca se stavi na loop, a posto su ostali meshevi nakaceni na nju i oni bi se tako pomerali.
    E sad prvi problem je sto bi svi meshevi trebali da se svaki pojedinacno kace (barem ovaj pristiup koji ja znam to zahteva), a mislim da nema potrebe da objasnjavam koliko je to zabavan posao.
    Zato im je vec tu trebala menjanje izvornog koda.

    Drugi problem i mnogo veci je osvetljenje, jer kada su moveri u pitanju, na njih deluje samo dinamicko osvetljenje i ne moze da se radi pristup sa bake-ovanjem.

    http://udn.epicgames.com/Three/Using...0_InterpActors

    InterpActors are essentially dynamic StaticMeshes, so it is required to light them dynamically. The standard baked Static lighting will result in InterpActors that are rendered black in the Perspective viewport and in-game. There are a number of methods available for lighting InterpActors, and the method(s) chosen may vary for a specific map design.

    Be aware that using dynamic lighting has a greater performance cost, so it should be used carefully and dynamic lights should normally be restricted to the minimum amount of area required.
    U opstem slucaju na ovo u igri ne obracas paznju (ko jos gleda osvetljenje na liftovima i pokretnim vratima) a i sama njihova velicina i broj na nivou su zanemarljivi. Ali u slucaju kada bi ceo nivo bio sacinjen iskljucivo od pokretnih mesheva to bi itekako povlacilo problem sa preformansama, zato se opet mora menjati izvorni kod.
    Iskreno nemam pojma kako su resili to u kodu, niti sam se time detaljnije bavio programskim delom, ali mislim da je jasno zasto je ovo bilo neophodo.

  27. #101
    Moderator Avatar korisnika nex999
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  29. ^To odlicno pokazuje koliko je Unreal engine 3 namenjen hodnik-shooterima. S te strane ono cime se ovaj dev hvali i jeste postignuce.
    U Cryengine Sandboxu mogu da odradim ovo bez problema (jednostavniji nacin, jedino sto bi morao da animiram to lebduckanje u loopu takodje), a o osvetljenju ne moram da brinem uopste A ispod scene bi bio beskrajni okean u koji bi mogao da ubacim i Rapture pride

    Ali jbg, ne' da radi na konzoli...
    who's fucking with my medicine

  30. #102
    VIP member Avatar korisnika MAD_MUzzY
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    Kako ne brines o osvetljenju? Mislim ok ako te boli uvo za performanse ali ako hoces bilo sta da optimizujes mozes da zaboravis na baked fore. Pogledaj samo koliko padne fps u Krizi kad udjes u onu letelicu. Racuna i occlusion i GI i difuzno osvetljenje i umire. Nije problem na GTX 290 karti ali nesto slabije vec stuca.
    Mada se slazem da je U3 engine zamisljen za hodnik shotere. Svaki dizajn nivoa u bilo kojoj igri baziranoj na njemu to pokazuje.
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  31. #103
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  33. Pa o osvetljenju ne brinem, zato sto to endzin radi sam...odmah imam dinamicko svetlo (od sunca recimo), bacene senke, sunshafts, flares, ambient occlusion...ne moram nista da bejkujem, fejkujem postavljam gde ja mislim da treba i slicno. A radice ok.
    I opet -ne mora uvek i svuda very high, sasvim lepo izgleda i na nizim setovanjima. Uostalom kad bi nivo u Crysisu (pa i taj Alien ship) bio velicine prosecnog nivoa neke UE3-igre, ne verujem da bi bilo problema sa performansama uopste i cele fame o "neoptimizovanosti"

    CE2 je sa forward renderingom znao da zagusi masinu kad je 3+ vise dinamickih svetala na sceni, ali jedno je uvek tu, i tada radi sasvim dobro A ne da padam u nesvest od straha od dinamickog svetla, pa nismo vise u 90-im lolz...
    who's fucking with my medicine

  34. #104
    VIP member Avatar korisnika MAD_MUzzY
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    Pa sve je to lepo dok su outdoor nivoi... mislim, nemoj da se pravis blesav Poslednji nivo Krize umrire zato sto ima nekoliko dinamickih svetala. I nije samo to problem, GI kao GI ne postoji u igrama vec je sve neka od varijanti "trikova". Meni se recimo jako svidja pristup U3 engina. Pogledaj. Videcemo kako ce Crysis2 da se pokaze posto su batalili onoliko otvoren svet i vise je "hodnik fps"
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  35. #105
    Moderator Avatar korisnika nex999
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  37. *Kahhhm*, videcemo sta su i koliko batalili otvoren svet A ako oces na konzole, moras da pravis hodnik fps, gde sve iskace pred nos igracu, inace se deca pogube

    A GI na koji ja mislim nije raytrace GI, a nije ni onaj prerenderovani iz Mirror's Edge-a (BEAST) tj iz novih iteracija UE3...koji je beskoristan za sve osim za nepokretni svet, kao i stare dobre baked senke iz proslog veka Koje su sad odjednom opet u modi, zbog budjavih telefona...

    Uostalom, nigde ne pise u pravilniku da u CE2 moras da napravis nosac aviona sa prostorijama, palubu, okean sa vanzemaljskim i zemaljskim brodovima, volumetricne oblake i ostrvo u daljini...ako mislis da ti se gusi nivo, skrckaj ga na dva hodnika i arenu i dovidjenja...videces kako pici sa sve dinamickim svetlima, i sve sto ide pride...dok drugi daju uputstva u fazonu "nemojte dinamicka svetla, mLogo zahtevno"
    Menjao nex999 : 03.11.2010. u 12:35
    who's fucking with my medicine

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