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S.t.a.l.k.e.r ???

Gidra85

Čuven
Učlanjen(a)
15.12.2001
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1,847
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Da li neko ima informaciju kada ova igrica treba da se pojavi u javnosti? :type: Verujem da ce igrica biti pravi hit. :D

POZ :wave:
 
Poslednja izmena:
Zvanicno 21.03.05. A kada ce Call of Chutulhu? Dobila je na E3 nagradu godine za horor zanr.
 
pa pojavice se na vreme ako ukrainci je ne zabrane jer se tuze kod njih na sudu kao igra omalovazava njihov narod a oni nisu krivi to su rusi gradili nklearku
 
pa rekao sam ti 90%sam siguran da izlazi u februaru :banana: :-devil-:
 
da li znate da su delovi za Chernobil pravljenu u SFRJ?????
 
Poslednja izmena:
Gde u Srbiji ?
 
onda nije ni chudo shto je doshlo do katastrofe :p
 
Ova ti valja. ,)
 
btw glavni krivac za katastrofu u Chernobilu je covek :D
 
sta smo mi to pravili delove za njihovu menzu i cizme u beku to da ostalo tesko
 
sikili je napisao(la):
btw glavni krivac za katastrofu u Chernobilu je covek :D
pa normalno, nece biti kompjuter :d
 
Mitronije je napisao(la):
sta smo mi to pravili delove za njihovu menzu i cizme u beku to da ostalo tesko
Davno je to bilo, ali cini mi se da smo pravili i neke cevovode.
 
evo nekih screenshotova
i jos nesto igra je napravljena jos 2003 ali se ne zna zasto e ceka 2005 da ona izadje!!!
evo par reci o enginu:
X-Ray is a powerful game engine implementing modern technologies. The engine does not support software rendering and requires a DirectX® 8 or higher compatible accelerator.

General:
Levels combining closed spaces as well as enormous open areas
On demand loading makes it possible to create a single huge level
Game time flow, change of time of the day
Powerful skeleton-based animation allows usage of motion-capture hardware and produces smooth and realistic motion of characters
VR-Simulation engine optimized for massive load
Graphics:
Support for all third generation D3D compatible accelerators, optimized for Geforce3 and up
Visualization optimized for hardware TnL (both FF and shading capable parts)
Continuous level of detail technology for all the geometry
~300 000 polygons per frame at 60 fps on average hardware
Detailed character models (500-10 000 polys)
High-speed blended animation system capable of an infinite number of bone interpolation & modulation operations
SSE/3Dnow! Technologies used for skinning and forward kinematics
Visibility determination
Portal-style, non-linear subdivision based visibility detection system
Optimized for T&L hardware by batching primitives in optimally sized groups
Dynamic occlusion culling, contribution culling
Adaptive hardware state caching technology
Lighting
Colored dynamic lights and dynamic "soft" shadows
Breakable light sources
Animated lights
Character shadowing
Intelligent light source selection, clipping, and merging
Detail mapping
Water, flares, coronas, etc.
Particle system with real physics
Screen post-processing
Shading
The Shader library is central to every part of the rendering pipeline
Completely abstracts the graphics API.
Multi-pass Rendering
Fallback Shaders
Facilitates cross-platform development
Separates shader writing from engine development
Pixel and Vertex shaders are automatically used (on shader capable hardware.)
Detail objects:
Grass, small stones, etc.
Enviromental effects, such as wind, turbulence, and tracks
Physics:
Based on ODE engine
Simulation speed outperforms commercial engines such as MathEngine, Havok, etc.
Real-time IK, vehicle physics, etc.
Collision database with low memory usage
Collision detection optimized for a large number of queries in a high concentration polygonal environment
Realistic simulation of ballistics, movement, and fluids
Audio:
High quality HRTF 3D-sound with clipping and partial wave tracing
Location-based environmental audio affected by surrounding obstructions
Context-relative multiple-mixed music streams in MP3/MP2/WMA/ADPCM formats
Network:
Distributed computing
Client-Server based system
Tools
In-house tools ( Level, Shader, Particle, and Actor Editors )
Plug-ins for popular modeling packages
AI:
Simulation Level-Of-Detail and Culling (2 AI models - high and low detail)
Fiber based time distribution allows scalable AI without any slowdown
Virtual senses; sight, hearing and touch
Terrain-aware tactical assessment system
FSM with random factor
Data driven design (pattern based evaluation functions are automatically generated and optimized on training examples - supervised learning)
uzeto sa site-a www.stalker-game.com


POZ svima :banana: :type: :-devil-:
 

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Poslednja izmena:
Not another HL2 pleasE !!!! Zasto ova igra nije izasla ? Pa ne izgleda nista posebno, nema bumpa, proci ce ko deusex2, dok izadje bice toliko vizuelno inferiorna naspram Source engine baziranih igara i doom3 engine baziranih igara, da ce je igrati manje ljudi nego sto sad igraju Painkiller: battle out of hell. Da ne pominjem da sam painkiller izgleda malo bolje od ove igre...bar po ovim screen shotovima :S:
 
nije sve u grafici... ovde je gameplay i chitava koncepcija totalno drugachija od hl2 i slichnih pucaljki.. i ovde bi neprijatelj zapravo trebao da ima neki "AI" za razliku od hl2...
 
Uzivajte u jos nekim screenshoot-ovima:)
nije me mrzelo ..igra to definitivno zasluzuje
Bice fantazija siguran sam u to!!!!!!!!! :banana:
za ostatak posetite [COLOR=Red]www.stalker-game.com[/COLOR]
POZ :banana: :type: :-devil-:
 

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