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Re: Crysis Engine :
[Re: sueds]
#163831
10/31/07 20:43
10/31/07 20:43
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Joined: Oct 2004
Posts: 1,856
TheExpert
OP
Senior Developer
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OP
Senior Developer
Joined: Oct 2004
Posts: 1,856
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I replayed the game ; and you can cut bended trees in several parts, no , in fact that's a real optimised function to divide (cut) a mesh in some others. Indeed the engine has some cool features after big use of LOD
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Re: Crysis Engine :
[Re: capanno]
#163834
10/31/07 22:11
10/31/07 22:11
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Joined: Mar 2006
Posts: 3,538 WA, Australia
JibbSmart
Expert
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Expert
Joined: Mar 2006
Posts: 3,538
WA, Australia
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great screenshots not much special about the first one but the others are great. SSS is sadly very subtle, making it difficult to see what it is actually doing most of the time -- in this case the faces look great but the gentle lighting could easily be achieved with a subtle blurry environment map (for the reflecting of the sky's colour) and a very soft 1d sampler for the normal mapping. or the lighting could be done by an environment map as well (independent of the camera's angle and position). a lot of it is a good skin with baked ambient occlusion. the effectiveness of SSS would probably be much more prominent in a scene where the characters are casting shadows. of course, that doesn't stop it from looking really impressive. i'd still really like to see some shots on low- and medium-settings. julz
Formerly known as JulzMighty. I made KarBOOM!
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Re: Crysis Engine :
[Re: the_clown]
#284404
08/13/09 08:59
08/13/09 08:59
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Joined: Nov 2004
Posts: 7,121 Potsdam, Brandenburg, Germany
Machinery_Frank
Senior Expert
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Senior Expert
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
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If you are really interested, then it is easy to find detailed informations about the render model in Crysis: http://http.developer.nvidia.com/GPUGems3/gpugems3_ch16.htmlIt looks like they use deferred rendering: "In CryENGINE 2, we use a deferred rendering approach, by first rendering a z-pass and writing depth into a floating-point texture." But I also read somewhere else, that they use a combination of deferred and traditional forward rendering. The new Torque3d engine does it in a similar way. I am not sure about Unreal3. Foxfire is as far as I know the only one working on a similar solution for Gamestudio. The standard way to put just some shaders together will probably be too slow.
Models, Textures and Games from Dexsoft
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