ytinupmi
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- Joined
- Sep 5, 2004
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Rendering Technology:
The Reality Engine is a true next-generation toolset for developing games in the competitive 2006+ timeframe, where near-photorealism will be expected, and the growing demands on artists must be met with more efficient pipelines and tools that can make the most of your time and resources to meet tight schedules.
Rendering Technology
- Built with DirectX 9.0 from ground-up to take full advantage of cutting edge technology developments, while fully scalable to DirectX7/8 generation hardware.
- Per-Pixel Lighting and shading with support for PS3.0, PS2.X, PS2.0 and PS1.1. Shading includes dynamic projection mapping, normal mapping, Phong specularity, per-pixel reflection mapping, refractions, virtual displacement (parallax) mapping, animated textures, mix/detail shaders, fabric, anisotropic scattering, water, and other configurable pixel & vertex shaders.
- Revolutionary Precomputed Radiance Transfer (aka "Realtime Radiosity") support, allowing for Real-Time Subsurface Scattering and Soft Shadowing.
- Unified dynamic world lighting and shadowing, including day/night cycles. Heavily optimized for maximum performance in huge, complex scenes.
- Per-pixel Occlusion Culling. No more portals, zones, vis-gen waiting times, or manual occluders! Occlusion is fully automatic, fast, and accurate to the pixel.
- High-Dynamic Range Rendering Using Floating-Point buffers, allowing for Tone Mapping, Exposure Adaption, and Blue Shift, for camera/eye perceptual rendering.
- Image Post-Processing (stackable) including Depth of Field, Night Vision, Motion Blur, Light Blooms, Volumetric Lighting, and non-photorealistic rendering.
- Open-ended world structure places no limits on environmental design, with full artist-driven and procedural Level-Of-Detail support.
Physics:
- Advanced high-performance physics engine for efficient constraint resolution of thousands of rigid bodies, supporting multi-primitive, arbritrary joint linkages, stacking, breakage, and particle physics.
- Ragdoll character animation, allowing you to mix physics with animations for dynamic effects such as character damage.
- Integrated physics editing inside of Reality Builder, supporting creation of optimized collision primitives for models and skeletal animated meshes; constraint editing; and interactive physics simulation and tweaking in-editor.
- Fully integrated support for physics-based vehicles, including player control, AI, and networking.
Read more about the engine here:
http://www.artificialstudios.com/engine.php
Check out the screens of the engine in action:
http://www.artificialstudios.com/screenshots.php
Check out the video tech demos of the engine here:
http://www.artificialstudios.com/techdemos.php
Now about the game.
Platform: PC
Release Date: 2005
Cry Havoc is being designed on Artificial Studio's Reality Engine. It's conceived as a multiplayer 4-team First Person Shooter based on modern war tactics, combined with a deep Real Time Strategy layer. Through success in teamwork and combat, FPS players advance up the ranks of their own team, gaining more RTS decision-making capability along the way. The primary objective, like traditional RTS games, is to defeat all the enemy teams by choking their resources and destroying their bases. The methods are unique to Cry Havoc, with fast-paced FPS action, upgradable character abilities, 3D real-time base construction, and advanced vehicle physics on land, sea, and air. Battles take place within seamless environments powered by the Reality Engine, including detailed natural landscapes, moody close-quartered interiors, and large-scale urban warfare. Cry Havoc has recently finished its preproduction stage, and is currently in playable state for internal development.
Official website here:
http://www.cryhavoc-game.com/
very very tasty indeed.
The Reality Engine is a true next-generation toolset for developing games in the competitive 2006+ timeframe, where near-photorealism will be expected, and the growing demands on artists must be met with more efficient pipelines and tools that can make the most of your time and resources to meet tight schedules.
Rendering Technology
- Built with DirectX 9.0 from ground-up to take full advantage of cutting edge technology developments, while fully scalable to DirectX7/8 generation hardware.
- Per-Pixel Lighting and shading with support for PS3.0, PS2.X, PS2.0 and PS1.1. Shading includes dynamic projection mapping, normal mapping, Phong specularity, per-pixel reflection mapping, refractions, virtual displacement (parallax) mapping, animated textures, mix/detail shaders, fabric, anisotropic scattering, water, and other configurable pixel & vertex shaders.
- Revolutionary Precomputed Radiance Transfer (aka "Realtime Radiosity") support, allowing for Real-Time Subsurface Scattering and Soft Shadowing.
- Unified dynamic world lighting and shadowing, including day/night cycles. Heavily optimized for maximum performance in huge, complex scenes.
- Per-pixel Occlusion Culling. No more portals, zones, vis-gen waiting times, or manual occluders! Occlusion is fully automatic, fast, and accurate to the pixel.
- High-Dynamic Range Rendering Using Floating-Point buffers, allowing for Tone Mapping, Exposure Adaption, and Blue Shift, for camera/eye perceptual rendering.
- Image Post-Processing (stackable) including Depth of Field, Night Vision, Motion Blur, Light Blooms, Volumetric Lighting, and non-photorealistic rendering.
- Open-ended world structure places no limits on environmental design, with full artist-driven and procedural Level-Of-Detail support.
Physics:
- Advanced high-performance physics engine for efficient constraint resolution of thousands of rigid bodies, supporting multi-primitive, arbritrary joint linkages, stacking, breakage, and particle physics.
- Ragdoll character animation, allowing you to mix physics with animations for dynamic effects such as character damage.
- Integrated physics editing inside of Reality Builder, supporting creation of optimized collision primitives for models and skeletal animated meshes; constraint editing; and interactive physics simulation and tweaking in-editor.
- Fully integrated support for physics-based vehicles, including player control, AI, and networking.
Read more about the engine here:
http://www.artificialstudios.com/engine.php
Check out the screens of the engine in action:
http://www.artificialstudios.com/screenshots.php
Check out the video tech demos of the engine here:
http://www.artificialstudios.com/techdemos.php
Now about the game.
Platform: PC
Release Date: 2005
Cry Havoc is being designed on Artificial Studio's Reality Engine. It's conceived as a multiplayer 4-team First Person Shooter based on modern war tactics, combined with a deep Real Time Strategy layer. Through success in teamwork and combat, FPS players advance up the ranks of their own team, gaining more RTS decision-making capability along the way. The primary objective, like traditional RTS games, is to defeat all the enemy teams by choking their resources and destroying their bases. The methods are unique to Cry Havoc, with fast-paced FPS action, upgradable character abilities, 3D real-time base construction, and advanced vehicle physics on land, sea, and air. Battles take place within seamless environments powered by the Reality Engine, including detailed natural landscapes, moody close-quartered interiors, and large-scale urban warfare. Cry Havoc has recently finished its preproduction stage, and is currently in playable state for internal development.
Official website here:
http://www.cryhavoc-game.com/
very very tasty indeed.