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Articol:
CryEngine 2 - Oh my God! E plin de iarbă...
Autor: nekitu, postat pe 24 Mar 2007 15:27:03
Despre CrytekO companie cu programatori din toate ţările, cam asta ar fi, însă cu mentalitate germană. Producători de tehnologie software 3D şi nu numai, FarCry a fost un joc mult aclamat la vremea lui. Website http://crytek.com Despre CryEngineMotorul grafic din spatele FarCry şi mai recent din spatele jocului Crysis, în a doua reîncarnare a motorului CryEngine2. CryEngine2Câteva din specificaţiile acestui engine nou: - Integrated CryENGINE Sandbox2 Editor: Run time engine is fully integrated into the CryENGINE Sandbox2 editor to give designers “What you see is what you play” functionality
- Renderer: integrates indoor and outdoor technology seamlessly. Offers rendering support for DirectX 8/9/10, Xbox 360, PS3
- Physics System: supports vehicles, rigid bodies, liquid, rag doll, cloth and soft body effects. The system is integrated with the game and tools.
- Animation System: Playback and blending between motion data (captured or key framed) combined with inverse kinematics (using biomechanical hints) and physical simulations. Special attention was applied to realistic human animation (e.g. adapting to uneven terrain, eye tracking, facial animation, leaning when running around corners, natural motion transitions).
- AI System: Enables team based AI and AI behaviors defined by scripts. Ability to create custom enemies and behaviors without touching the C++ code.
- Data-driven Sound System: Complex sounds can be easily created and offer innovative use and impression in studio quality in any available surround configuration. Multi-platform compatibility is guaranteed by FMOD’s sound library.
- Interactive Dynamic Music System: Improved playback of music tracks by an arbitrarily logic that can react on any game events and support the player to experience a movie-like sound track.
- Environmental Audio: Achieve a dense sound impression by accurately reproduce sounds from nature with seamless blending between environments and their effects from interior/exterior locations.
- Network Client and Server System: Manages all network connections for the multiplayer mode. It is a low-latency network system based on client/server architecture. The module was completely rewritten to accomplish the demands of next-generation multiplayer games.
- Shaders: A script system used to combine textures in different ways to produce visual effects. Supports real time per-pixel lighting, bumpy reflections, refractions, volumetric glow effects, animated textures, transparent computer displays, windows, bullet holes, and shiny surfaces.
- Terrain: Uses an advanced heightmap system and polygon reduction to create massive, realistic environments. The view distance can be up to 16km when converted from game units.
- Voxel Object: Allows creating geometry a heightmap system wouldn’t support to create cliffs, caves, canyons and alien shapes. Voxel editing is as easy as heightmap editing and fast in rendering.
- Lighting and Shadows: A combination of precalculated properties with high quality real time shadows to produce a dynamic environment. Includes high-resolution, correct perspective, and volumetric smooth-shadow implementations for dramatic and realistic indoor shadowing. Supports advanced particles technology and any kind of volumetric lighting effects on particles.
- Fog: Includes volumetric, layer and view distance fogging even with non homogeneous media to enhance atmosphere and tension.
- Resource Compiler: Assets become compiled in the platform dependent format by the resource compiler. This allows to do global changes (e.g. mipmap computation, mesh stripification) depending on presets and platforms without scarifying loading time.
- Polybump™ 2: Standalone or fully integrated with other tools including 3ds max™. Creates a high quality surface description that allows very quick extraction of surface features normal maps in tangent-space or object-space, displacement maps, unoccluded area direction, accessibility and other properties.
- Scripting system: Based on the popular LUA language. This easy to use system allows the setup and tweaking of weapons/game parameters, playing of sounds and loading of graphics without touching the C++ code.
- Flow graph: The flow graph system allows the designers to code game logic without touching a line of code. Coding basically becomes connecting boxes and defining properties.
- Modularity: Entirely written in modular C++, with comments, documentation and subdivisions into multiple DLLs.
- Multi-threading: Support for multithreaded, multicored, or multiprocessor CPU(s), which improves many aspects of the game such as AI and physics by speeding up CPU computations. One huge advantage to the CryEngine2 is that it will detect the number of threads the CPU(s) have and will then equally distribute code out across all of the threads.
- 64Bit: Support 32bit and 64bit OS to allow more memory being utilized.
 ( articol in lucru, more soon  )
Comentarii pentru acest articol:
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Postat la 23 Feb 2009 21:29:38 Subiect: < fara subiect >
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pin46 info:
[banned]
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pin46:
poate ii editat postu de nekitu
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Status:
Înregistrat pe: 06 Aug 2007 23:02:05
Vârsta: ? ani
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Locatie: Moldova
PR & Marketing
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Postat la 23 Feb 2009 22:29:29 Subiect: < fara subiect >
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OViNET info:
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OViNET:
La fel ca si Ilidur eu nu am dat de niciun Far Cry 2. Spre deosebire de altii el s-a documentat despre ce putea fi vorba. Cat despre afirmatia lui Pin, nu prea cred sa il fi schimbat nekitu azi, tinand cont de data post-ului lui meshoo (23 februarie 2009).
Idea este ca aproape oricine stie, banuiesc eu, ca Far Cry 2 nu e facut de Crytek si nu foloseste CryEngine 2. Nu e de mirare ca nu arata asa bine. SSAO FTW.
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Postat la 24 Feb 2009 11:21:09 Subiect: < fara subiect >
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Raul info:
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Raul:
FarCry 2 nu arata asa bine ? mi se pare ca din contra arata destul de bine si ma refer aici si la grafica cat si la diversitatea hartii. nu pare a avea zone repetitive. in orice caz discutia este despre CryEngine2.. imi aduc aminte cand a aparut FarCry 1 (inainte de DOOM3 si Half Life 2) a fost un mic scandal si cele 2 companii ID si Valve au acuzat ca cica CryTech ar fi furat bucati de cod din jocurile lor si au scos apoi FarCry... 
.NET Programmer TV3D Licensed Programmer
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Înregistrat pe: 31 May 2007 14:55:15
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Buasi Games
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Postat la 24 Feb 2009 13:08:38 Subiect: Re:
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meeshoo info:
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meeshoo:
Articolul a fost editat dupa ce eu am facut post-ul, dar nu e o asa mare greseala anyway. Puteti linistit sa treceti peste acest incident, discutia este despre CryEngine 2, eu doar am facut o mica corectura.
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Înregistrat pe: 15 May 2007 10:52:43
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Jungle Troll Entertainment
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Postat la 24 Feb 2009 22:01:03 Subiect: < fara subiect >
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nekitu info:
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nekitu:
n-am editat nici un articol, era vorba de la inceput de FarCry (1), FarCry 2 e facut pe engineul Dunia, care nu are legatura nici cu Crytek si nici cu Crysis si nici cu CryEngine 1 ori 2.
SpoOoOoock! Life Is Too Short For Cheap Chocolate
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