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Originally posted by seven ...and yet, framerate isn\'t dependant on hardware. Framerate is by design-choice. Hardware ranging back to early 90ties was capable of doing 60 fps - even a vast majority of cutting-edge PS2 games feature 60 fps - something the Xbox, an arguably more powerful piece of hardware, is seriously lacking in.
CharactersFor every major character and static mesh asset, we build two versions of the geometry: a renderable mesh with unique UV coordinates, and a detail mesh containing only geometry. We run the two meshes through the Unreal Engine 3 preprocessing tool and generate a high-res normal map for the renderable mesh, based on analyzing all of the geometry in the detail mesh. * Renderable Mesh: We build renderable meshes with 3,000-12,000 triangles, based on the expectation of 5-20 visible characters in a game scene. * Bones: Our characters typically have 100-200 bones, and include articulated faces, hands, and fingers.Animation * Skeletal animation system supporting up to 4 bone influences per vertex and very complex skeletons. * Animation is driven by a tree of animation objects including: o Blend controllers, performing an n-way blend between nested animation objects. o Data-driven controllers, encapsulating motion capture or hand animation data. o Physics controllers, tying into the rigid body dynamics engine for ragdoll player and NPC animation and physical response to impulses. o Procedural animation controllers, implemented in C++ or UnrealScript, for game features such as having an NPC\'s head and eyes track a player walking through the level, or having a character animate differently based on health level and fatigue. * Export tools for 3D Studio Max, Maya for bringing weighted meshes, skeletons, and animation sequences into the engine.Physics * Rigid body physics system supporting player interaction with physical game object, ragdoll character animation, complex vehicles, and dismemberable objects. * All renderable materials have physical properties such as friction. * Physics-driven sound. * Fully integrated support for physics-based vehicles, including player control, AI, and networking. * Visual physics modeling tool built into UnrealEd, supporting creation of optimized collision primitives for models and skeletal animated meshes; constraint editing; and interactive physics simulation and tweaking in-editor.[/color]
Originally posted by Unicron! "Physics driven sound"?First time hear about such a thing.What does it mean?For example an object that resembles metal will sound like metal according to the interaction it has with another object?Like generate the sound instead of predefining certain kinds sounds?
Originally posted by Unicron! I am discussing about the Unreal3 engine with someone and he believes that thses graphics are not impressive and that RESI4 looks miles better.Jesus.
I am discussing about the Unreal3 engine with someone and he believes that thses graphics are not impressive and that RESI4 looks miles better.Jesus.