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Originally posted by Watchdog I read over the last thread and at the risk of becoming even less popular than I already am around here I kind of agree with Jumpman.Blurry? No, it doesn\'t look blurry. It looks quite good graphically speaking.But...It looks like every 3d platformer I\'ve played in the past 4 years--with much nicer graphics. Collecting coin-like things, those incredibly-fun-totally-not-frustrating-or-cheap-and-thoughtless-game-design jumping puzzles, and gameplay that looks like Crash meets Mario/Sonic.It may be fun for a while, but there wasn\'t any innovation in the 30 second clip, what makes anyone think there\'ll be any anywhere else in the game? This is supposed to be the next generation.Why am I the only one who isn\'t sick of thoughtless, rehashes on my PS2?Flame if you want, but I\'d prefer a discussion.
Originally posted by teiresias And, before "someone" complains about how the draw distance is "blurry" take the time to go to the following link (from the Smithsonian\'s education site) and read #4:http://educate.si.edu/resources/lessons/art-to-zoo/landscape/essay2.html
Originally posted by nO-One The game looks great, and it\'s a must buy for me.But I would add some water effects, and a little bump mapping would be nice aswell.
Originally posted by BizioEE Naughty Dog are working on the Bump-mapping engine but I think they will implement it in their next game...some time ago ddaryl posted interesting News about it and other great effects via software that ND are implementing...J&D is only the beginning...can you imagine what kind of graphics will have the next ND\'s games ? ddaryl ? May you post again the info about ND\'s engine ?
but lets talk Naughty Dogs GOAL Engine (Game Oriented Assembly LISP...... Any idea what LISP stands for) Jak and Daxter is running at 10 million polygons per second, which is considerably under what most people we\'re predicting. According to Jason RUbin and Andy Gavin there PS2 GOAL engine actually includes time of day information and level of detail info into the those polygons which makes them quite a bit more complex then just textured polygons. J+D\'s world has a realtime day to night cycle. The entire world act accordingly from DUsk till dawn. Village lights come on, sunset and sunrise hues etc.... On top of this we\'ve seen the J+D world and how large it is. Since an object in the background doesn\'t require the amount of polygons or the amount of texture detail as that same object needs when you get up close to it. On top of this ND\'s GOAL engine is fully capable of realtime shadows and water effects both which are going to be added according to the interview. Also the engine is capable of enviroment mapping and bump mapping. Bump mapping might not make it into the 1st J+D game because of time restraints and the fact that ND is satisified enough with the graphics engine as it is now. With the game coming out this Xmas ND is focusing on the gameplay. All creatures and all objects in J+D follow there own physics characterisitics. As we\'ve seen in the J+D previews animals/creatures windmills, vehicles are all present, and all are supposed to behave uniquely (sp?). On top of that grass and trees sway in the breeze, windmills react accordingly etc... AI in J+D is supposed to be pretty complex. According to Jason Rubin, walking around a level avoiding enemies can lead to having most of the enmies on that level following you relentlessly. The animation system is already being boasted as one of the best in a videogame ever so add that to the capabilities of ND\'s engine and testament of what good dev\'s can do with the PS2\'s hardware Then there\'s the whole scope of the game in general. A huge living world with 0 load times.