... that's it!!!

... just that one shot!!??


ohhh well, i did ask for just anything, didn't i...


ok, without sounding too judgemental or anything, i think i now am starting to understand why you posted the things you did...


there's nothing in that shot that couldn't have been done in any of the dev tools that we've touched upon in this thread...

and while it's a good start, there are some things that you might consider looking into... (like those trees and light poles not having any shadows while the structures near em do for one)...

plus, the idea you had of having hundreds of these buildings in a single level... well, me thinks you should be look at thata lil more too... (like some way of splitting the level, seeing as the view is by default gonna be limited to a few immediate buildings in most cases anyway)...

and thinking that using that as a point of issue to prove that one engine is better than another is pure...

well, lets just say it doesn't really prove anything... except maybe that the person trying to do it hasn't really thought out their situation, or their options fully.


but hey, this is the wrong place to go into all of that, and you didn't ask for a critique now, did you...


also, to be completely fair, it wouldn't be sporting of me not to give you something to criticize in return...

what do you (and all those people you said were waitin') wanna see... since i'm making a sub sim, it'll most likely be limited to subs... here are a few screenshots that i have lying around the web...


subs in 3drad



subs in Torque



subs in BlitzBasic



subs in Dark Basic


subs (testing new water code) in 3dgs A6



... so, ya see... i've done just a lil in a few of these game 'engines'.


now, can we get back on topic... i mean, this after all is supposed to be a shader thread... in spite of the fact that from it's incept it was very loosely related.

if you still wanna debate this start a new thread over in general discussions or somewhere...


--Mike