Page 4 of 6 FirstFirst ... 23456 LastLast
Results 91 to 120 of 177

Thread: Bad/Good Video Games *******Spoilers!!!!!!!!*******

  1. #91
    Join Date
    May 2003
    Posts
    1,214
    Quote Originally Posted by freddo
    Quote Originally Posted by The Supreme Canuck
    In all fairness, you wouldn't see the entire beam, just the bits of it that pass through clouds of gas or debris. But try convincing the game publishers of that!
    More to the point - try modelling that!?!?!? I don't know of many programmers who would look at you seriously if you asked them.
    Why? It's not that complicated from a graphical standpoint. And you can do it pretty easily with Maya3D when doing 3D rendering

  2. #92
    Good point freddo. I can see it now:

    Me: "I need a realistic laser that moves at light speed and that acts in every other way that a laser would"

    Programmer: "Great! I can do that! What colour?"

    Me: "Lasers are invisible normally. Make it invisible"

    Programmer: "You want me to go to all that work for something nobody will ever see?!?"

    Me: "Yes"

    Programmer: "Get out"

  3. #93
    Join Date
    May 2003
    Posts
    1,214
    Ahh, how little y'all know of game development More than likely, it would be the publisher saying "add some color there" since they equate pretty graphics with sales.

    Secondly, many game developers (myself included) like challenges. If you tell him you want it to only show up when there smoke, fog, debris or something else to reflect the light, odds are they'll accept the challenge (unless they're burned out, which is common too).

  4. #94
    All right, go for it. Let's see what you can turn out! Make the game of your dreams! :P

  5. #95
    Join Date
    Mar 2003
    Posts
    2,181
    I added a little bit...

    Quote Originally Posted by The Supreme Canuck
    Good point freddo. I can see it now:

    Me: "I need a realistic laser that moves at light speed and that acts in every other way that a laser would"

    Programmer: "Great! I can do that! What colour?"

    Me: "Lasers are invisible normally. Make it invisible"

    Programmer: "You want me to go to all that work for something nobody will ever see?!?"

    Me: "Erm... Well they will see it - if there is dust or somesuch in the air... You're modelling that in too right?"

    Programmer: "Get out"


    Quote Originally Posted by WedgeBert
    Why? It's not that complicated from a graphical standpoint. And you can do it pretty easily with Maya3D when doing 3D rendering
    3D rendering and game modelling are similar but vastly different. Instead of the artist deciding where the dust will be suspended and hence visible lasers, you've got to model the decision making process into the game itself.
    Sure it's possible, but it would be a time consuming process, for relatively little benefit (these people have deadlines too).

    Let me put it this way. How many games have you played that have dynamic dust clouds?

  6. #96
    Join Date
    Mar 2003
    Posts
    2,181
    Ahh. I see you are a game developer... Forget my high an mighty in the previous post... I stand by the point though....

  7. #97
    It depends are you hard coding it into a staticc scenario or will it be dynamically generated. If it is static like a pre rendered movvie, than it is very easy. But to dynamically do it would be harder. The new Doom 3 engine will have incredable lighting effects. (my brother got the e3 demo from the net, and i have to say...WOW!!! I can't wait for the real thing.)

    Wih a few minor changes to that you can probobly do something like that.

    For a simple, (but graphics intansive effect) have a cloud of a few thousand particles. Give each particle a certain precentage of any light shone into it that will be reflected back to the user . If no light is being shone into it it does not reflect anything. If a light is shone into it it reflects back the pre-determined amount.

    The cone of effect will be easy to show. Then inbetween clouds you just have open space, so no light is seen being reflected back.


    What do you think?

  8. #98
    Tee hee! Doom 3! Yahahaha!!! ops: Sorry. Been looking forward to it...

  9. #99
    Join Date
    Mar 2003
    Posts
    2,181
    Quote Originally Posted by Humphrey
    It depends are you hard coding it into a staticc scenario or will it be dynamically generated. If it is static like a pre rendered movvie, than it is very easy. But to dynamically do it would be harder. The new Doom 3 engine will have incredable lighting effects. (my brother got the e3 demo from the net, and i have to say...WOW!!! I can't wait for the real thing.)

    Wih a few minor changes to that you can probobly do something like that.

    For a simple, (but graphics intansive effect) have a cloud of a few thousand particles. Give each particle a certain precentage of any light shone into it that will be reflected back to the user . If no light is being shone into it it does not reflect anything. If a light is shone into it it reflects back the pre-determined amount.

    The cone of effect will be easy to show. Then inbetween clouds you just have open space, so no light is seen being reflected back.


    What do you think?
    Particles with individual behaviour? Sounds like a good way to bog down a processor. This is a good idea g99 if we do set aside hardware constraints, however, you still need to give behaviour to the cloud itself. Yes you could hard-code a preset sequence of formations, but the current wave of effects programminng deals with dynamic environments.
    These include such things as destroyable terrain/scenery, dynamic lighting and diffuse effects, etc. If it were put to me to model dynamic fog (for want of a better term) I would make sure it only would pervade the scene from a suitable source; ie: smoke from a burning car. It would also disperse over time and distance.

    But then if you got me to model the graphics in a game you'd end up with real life (or dang close), but 30 years behind deadline.

    Just thinking, a good example is the game Nascar Racing 2003 season. The tyre smoke that you make (not me I don't crash - 290 laps per incident :wink: ), begins so thick you can't see through it as you approach, and dissapates over time. You also gather debris on you winshield proportionate to the thickness of said smoke! And the information required to model this behaviour can be squeezed through a 56k connection in a live game.

    But then Papyrus have spent sooooo much time on that game, features like that are inevitable.

  10. #100
    So get to it! :wink:

  11. #101
    Join Date
    Mar 2003
    Posts
    2,181
    Quote Originally Posted by The Supreme Canuck
    So get to it! :wink:
    [typing noises, and the sound of sugar rich carbonated drinks being consumed]

  12. #102
    Mwahaha! Excellent!

  13. #103
    [noises of watermelon being eaten]
    .
    .
    .
    .
    Oh you wanted us to work on the programming? Bah!

    [Humphrey goes back to eating his watermelon]

  14. #104
    Hey, you ever tried one of those square watermelons?

  15. #105
    Quote Originally Posted by The Supreme Canuck
    Hey, you ever tried one of those square watermelons?
    Nope, never seen one. But i have just heard of mini watermelons (the size of a cantelope (sp?). They are supposed to be very good.

  16. #106
    Hmm... never heard of those...

    But these square (well, almost a cube) watermelons are great! They were grown by the Japanese so that they are easier to stack. Here's a pic:



    http://www.cybersalt.org/cleanlaugh/.../u-z/ytf34.jpg

  17. #107
    Cool! so how do they do it? Do they grow them inside of boxes?

  18. #108
    Yup! That's all there is to it. But they are quite expensive...

  19. #109
    Join Date
    Mar 2003
    Posts
    2,181
    modular watermelon?!?! I though the one I saw was a photoshopped pic!?!?!?!

    Well colour me astounded.

  20. #110
    Photoshopped? Nope, those melons are real.

  21. #111
    Join Date
    Mar 2003
    Posts
    2,181
    Photoshopped? Nope, those melons are real.
    I believe it - your pic was the one that convinced me...

    The previous pic I had seen was just a plain white countertop - white background - and a single square watermelon on it.

    Such a simple image would be easy to photoshop - the level of interaction in the pic you posted would take a lot more work - more than worthwhile - so I would believe your's as genuine!

    8) Nonetheless.

  22. #112
    What happens when they start doing this to other fruit? Or meat?

  23. #113
    Join Date
    Mar 2003
    Posts
    2,181
    Meat? You mean like growing a cow in a box?

    Meat stacks fairly well though - I think the area for expansion is in general circular foods...

  24. #114
    Circular beef?

  25. #115
    Join Date
    Mar 2003
    Posts
    2,181
    Circular beef?
    I suppose if you took a cross-section of a cow from the chest/stomach area, you would get something flat and round...

    I'm talking about spherical food - things that don't have a (relatively) flat axis to stack them on.

  26. #116
    What good it that? Hard to cut, hard to store.







    You'd make millions.

  27. #117
    Join Date
    Mar 2003
    Posts
    2,181
    I'd much rather invest with my Bio-Chemist friend and get her to genetically engineer cows that are, at time of 'birth' (loose term there), totally devoid of bone, and have the taste of an 18month grain-fed bovine.

    I'd make millions.

  28. #118
    Devoid of bone. HAHAHAHAHAHAHAHAAAAAAA *Gasp* HAHAHAHAHAAAA!!!

    BRILLIANT!!!

  29. #119
    Join Date
    Jun 2003
    Posts
    4,263
    Since we were talking about fruit, anyone else hear that Bananas aren't going to be around much longer?

  30. #120
    Huh? Not the banana!

Similar Threads

  1. The Hunger Games (spoilers)
    By Rhaedas in forum Small Media at Large
    Replies: 40
    Last Post: 2012-Aug-13, 03:52 PM
  2. Your opinion on video games
    By xbck1 in forum Off-Topic Babbling
    Replies: 110
    Last Post: 2011-Feb-03, 07:00 AM
  3. video games and we
    By suntrack2 in forum Small Media at Large
    Replies: 0
    Last Post: 2007-Feb-18, 05:06 PM
  4. M rated Video games
    By Humphrey in forum Off-Topic Babbling
    Replies: 99
    Last Post: 2006-Dec-29, 02:12 AM
  5. Video Games
    By madcat28 in forum Off-Topic Babbling
    Replies: 5
    Last Post: 2004-Jul-30, 02:33 PM

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •