zamislite ELDER SCROLS IV OBLIVION JE IZASAO 2004 ili 2006 a grafika je bila perfektna zamislite sad kakva ce biti na ELDER SCROLS V SKYRIM koji izlazi ko zna koje god u buducnosti
Jeste izašao je 2006-te, ali da bi video tu "PERFEKTNU" grafiku morao si da imaš zver od grafičke.
+1 za Avalanche 2.0, odnosno grafiku u The Hunter. Igra ima najrealnije i najdetaljnije odradjenu sumu i rastanje, ali opet nista sto (na primer) CE2/3 ne moze da dostigne.Mislim da ce Rage da ide ipak... mislim, nadam se, nisu valjda ludi da i dalje koriste onaj isti.
BTW, engine koji bi najvise odgovarao za ovakav tip igre je Avalanche 2.0, sto tera Just Cause 2 i The Hunter. U Hunteru se tek vidi kako perverzno docarava teren i rastinje po njemu, nikad lepsu sumu u igri od njega nisam video.
Mislim da ce Rage da ide ipak... mislim, nadam se, nisu valjda ludi da i dalje koriste onaj isti.
BTW, engine koji bi najvise odgovarao za ovakav tip igre je Avalanche 2.0, sto tera Just Cause 2 i The Hunter. U Hunteru se tek vidi kako perverzno docarava teren i rastinje po njemu, nikad lepsu sumu u igri od njega nisam video.
Jeste izašao je 2006-te, ali da bi video tu "PERFEKTNU" grafiku morao si da imaš zver od grafičke.
Hebo šumu i rastinje, to je došlo sa Oblivionom. Ono što je otišlo a što bi Avalanche 2.0 bez po muke omogućio jeste LEVITACIJA, jedna od najboljih stvari u Morrowindu i Daggerfallu.
Ali se za Oblivion može itekako reći da je u tom trenutku vredeo upgrade-a
Bethesda has another ten months before Skyrim releases, but thanks to the Creation Engine the world already looks much more stunning than its predecessors. The non-player characters also seem to be more intelligent thanks to alterations the team made to the Radiant AI technology.
A lot of the environments are dominated by the untamed wilderness, which look great thanks to Bethesda's overhauled foliage system. In previous games the team licensed the SpeedTree middleware to render the forests. For Skyrim, they've created their own platform that allows artists to build whatever kind of trees they want and to dictate how they animate.
Given its northern location and extreme elevations, Skyrim's climate is more prone to snowfall than Cyrodiil. To create realistic precipitation effects, Bethesda originally tried to use shaders and adjust their opacity and rim lighting, but once the artists built the models and populated the world the snow appeared to fall too evenly. To work around this problem, they built a new precipitation system that allows artists to define how much snow will hit particular objects. The program scans the geography, then calculates where the snow should fall to make sure it accumulates properly on the trees, rocks, and bushes.
The improved Radiant AI technology is also more aware of how a citizen should react to your actions. As you perform tasks for them or terrorize them by ransacking their home, the NPCs develop feelings about you. If you're good friends with a particular NPC and barge into his house during the middle of the night, he may offer you lodging rather than demand you leave the premises. “Your friend would let you eat the apple in his house,” Howard says. If you swing your weapon near an NPC, knock items off their dinner table, or try to steal something of value, they'll react with an appropriate level of hostility given their prior relationship to you.
Characters now transition more realistically between walking, jogging and, running, and the increased nuance between animations has allowed Bethesda to better balance the combat in both first- and third-person perspective by adjusting the timing values for swings and blocks depending on your perspective. “We definitely have made a significant jump in how it plays [in third person perspective],” Howard proclaims.
Many quests are still completely governed by Bethesda, but the Radiant Story system helps randomize and relate the side quests to players to make the experience as dynamic and reactive as possible. Rather than inundate you with a string of unrelated and mundane tasks, it tailors missions based on who your character is, where you're at, what you've done in the past, and what you're currently doing.
The Radiant Story system also helps deal with untimely deaths. Predicting player behavior in an open world is tough, as many often stray from the main quests and get into trouble by murdering quest givers. In Skyrim, if you kill a shop owner who had a few quests to offer if you spend the time to get to know him, his sister may take over the shop and offer the quest that was formerly ascribed to him. The quest logic automatically picks up with pre-recorded voice work because Bethesda already assigned her that contingency role. Tread lightly though, because she's not oblivious to your dastardly actions. She will still recognize you killed her brother and perhaps even try to exact revenge later in the game.
Some open world games go overboard with these side activities and stray too far from the main storyline. Bethesda is aware of this pitfall and is actively engaged in preventing the feeling of being overwhelmed by the Radiant Story missions.
Strava je bio blade of darkness ... jedna od retkih igara koja je izasla od codemastersa a da sam je zapamtio , sem toca 2
Inace kome se svideo taj sistem borbe u blade of darkness, ponovo bih preporucio deamon`s souls (do neke slicne i/ili bolje igre) jer je tamo taj sistem drasticno evoluirao.
I tako borbe i treba da se rade - da se vi borite, vi dizete stit, vi birate kada cete sa obe ruke da sibate macem, a kada da se izmaknete a ne da komp izracunava verovatnocu i da pomahnitalo klikcem dok se protivniku ne istrosi health
Modifikovani Gamebryo 1000%... doduse, poprilicno ispeglano deluje, moram da priznam...
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