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JackpotDen
04-22-2005, 07:29 PM
What if Prey was released, in 1998?

Skeletal animation was a few years ago (2002, at least i think, i saw it first in UT 2003)

Active lights were around... Quake 2 right, so no change?

Portals : No one game has had real, prey portals yet. Think how much better games would have been.

Weapons : I dont think there was one run of the mill gun in Prey. 6 rocket, rocket launcher, A energy machine gun with a nuke, bug grenades...

supermeerkat
04-22-2005, 07:37 PM
Every so often there are truly groundbreaking games, and Prey, by the sound of the things, could have been one of them. For some reason I'm reminded of Brian Wilson's SMiLE.

Viper Knight
04-22-2005, 07:39 PM
It would have been a buggy piece of crap from my understanding! http://forums.3drealms.com/ubbthreads/images/graemlins/hhg.gif

supermeerkat
04-22-2005, 07:48 PM
Viper Knight said:
It would have been a buggy piece of crap from my understanding! http://forums.3drealms.com/ubbthreads/images/graemlins/hhg.gif



If it had been released in that state. But it wasn't.

Gryph
04-22-2005, 07:49 PM
Half-Life had skeletal animations. Atleast it says so on the box.

supermeerkat
04-22-2005, 07:50 PM
I didn't know that. Was it the first to do so?

Viper Knight
04-22-2005, 08:28 PM
supermeerkat said:

Viper Knight said:
It would have been a buggy piece of crap from my understanding! http://forums.3drealms.com/ubbthreads/images/graemlins/hhg.gif



If it had been released in that state. But it wasn't.


And it would never have been. http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif

Tim Gerritsen
04-22-2005, 10:02 PM
Rune had full skeletal animation as well. We wrote a hell of a lot of custom code for Unreal, and we required a skeletal animation system, so we just made one. Thinking back, we did a lot of new tech for Rune- skeletal animations, real time level of detailing, a particle system (at that time Unreal didn't have one, and we needed that, too), a new large mover object system and a bunch of other stuff as well. In the end, I think we did about 60% new code.

We weren't the first, but I don't think Half Life was either. I believe some N64 games used skeletal and I am sure others did as well.

Gryph
04-22-2005, 10:13 PM
How much new stuff have you written for the Doom 3 engine? I'm assuming a lot because of the portals and stuff.

Kristian Joensen
04-23-2005, 05:28 AM
Tim Gerritsen said:
Rune had full skeletal animation as well. We wrote a hell of a lot of custom code for Unreal, and we required a skeletal animation system, so we just made one. Thinking back, we did a lot of new tech for Rune- skeletal animations, real time level of detailing, a particle system (at that time Unreal didn't have one, and we needed that, too), a new large mover object system and a bunch of other stuff as well. In the end, I think we did about 60% new code.

We weren't the first, but I don't think Half Life was either. I believe some N64 games used skeletal and I am sure others did as well.



How about the 3rd person perspective ? Was that included with the Unreal engine or did you have to add that aswell ?

FireFly
04-23-2005, 05:38 AM
There was a basic behindview command but that was pretty limited. I'm sure they did all of the 3rd person stuff themselves.

Jokke_r
04-23-2005, 05:48 AM
Serious Sam had portals though, real portals, but they were static and they weren't one sided nor flat. They where basically like the size of the monolith from 2001: A Space Odyssey but the whole mesh was like a 3d portal to another place in the map.

Half-Life had skeletal animation system, and that was in 98. The N64 was out sometimes during 96-98 i'm not so sure anymore.

JackpotDen
04-23-2005, 08:05 AM
good point, but what about ragdolls?

Jokke_r
04-23-2005, 09:25 AM
What do you mean ragdolls? They've been around for ages, first game i remember playing with ragdolls was hitman1 and that was around 2000 i believe