- Učlanjen(a)
- 12.07.2000
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Daddy's talking:
http://www.rage3d.com/board/showthread.php?t=33841622
Nezaobilazan intervju sa Dzonom Karmakom, koji odavno nije ovako nasiroko pricao o novitetima.
Sudeci prema ovim i jos nekim informacijama, Megatexturing ce za svet 3D grafike da bude ono sto je svojevremneno bio Quake1
Eh, da! Obavezno propratno stivo:
http://www.beyond3d.com/forum/showthread.php?t=27431
ovo je, recimo, jedna jako bitna obzervacija, koja se direktno kosi, konkretno, sa ATI-jevim pogledom naproblematiku:
"This is an argument I get into with people year after year. Every generation, someone comes up and says something like “procedural and synthetic textures and geometry are going to be the hot new thing. I’ve heard it for the last three console generations – it’s not been true and it’s never going to be true this generation too. It’s because management of massive data-sets is always the better thing to do. That’s what a lot of the technologies we are working on centre around – both the management for the real time use of it, and the management of the efficient content creation side of it. I think that’s going to give a dramatically better look than what we’re seeing in this generation."
Oko ovoga sam se raspravljao sa Richardom hadijem na Ibici! Obzirom da on ipak mnoooogoo vise zna o problematici samo sam mu rekao da je praksa do sada pokazala da je bolje prolazio onaj ko je slushao i prato JC-a. Na sta se on samo nakezio, onako engleski, s visine...
Evo nesto u vezi QW:ET
"
When you start seeing screenshots of games designed like this, it’ll be obvious that they’re of a new generation. I’m not sure how much it comes through, but Quake Wars: Enemy Territory, the game Splash Damage are working on, that uses an intermediate half-way technique, the Megatexture stuff I did originally
Znaci ovo je samo pola od onga sto on ima "u rukavu", a evo kako izgleda:
http://www.gamespot.com/pc/action/enemyterritoryquakewars/news.html?sid=6142367&mode=recent&print=1
http://www.rage3d.com/board/showthread.php?t=33841622
Nezaobilazan intervju sa Dzonom Karmakom, koji odavno nije ovako nasiroko pricao o novitetima.
Sudeci prema ovim i jos nekim informacijama, Megatexturing ce za svet 3D grafike da bude ono sto je svojevremneno bio Quake1
Eh, da! Obavezno propratno stivo:
http://www.beyond3d.com/forum/showthread.php?t=27431
ovo je, recimo, jedna jako bitna obzervacija, koja se direktno kosi, konkretno, sa ATI-jevim pogledom naproblematiku:
"This is an argument I get into with people year after year. Every generation, someone comes up and says something like “procedural and synthetic textures and geometry are going to be the hot new thing. I’ve heard it for the last three console generations – it’s not been true and it’s never going to be true this generation too. It’s because management of massive data-sets is always the better thing to do. That’s what a lot of the technologies we are working on centre around – both the management for the real time use of it, and the management of the efficient content creation side of it. I think that’s going to give a dramatically better look than what we’re seeing in this generation."
Oko ovoga sam se raspravljao sa Richardom hadijem na Ibici! Obzirom da on ipak mnoooogoo vise zna o problematici samo sam mu rekao da je praksa do sada pokazala da je bolje prolazio onaj ko je slushao i prato JC-a. Na sta se on samo nakezio, onako engleski, s visine...
Evo nesto u vezi QW:ET
"
When you start seeing screenshots of games designed like this, it’ll be obvious that they’re of a new generation. I’m not sure how much it comes through, but Quake Wars: Enemy Territory, the game Splash Damage are working on, that uses an intermediate half-way technique, the Megatexture stuff I did originally
Znaci ovo je samo pola od onga sto on ima "u rukavu", a evo kako izgleda:
http://www.gamespot.com/pc/action/enemyterritoryquakewars/news.html?sid=6142367&mode=recent&print=1
Poslednja izmena: