Natural Selection 2 News Update - Friday Update - Level Processing
Max
Technical Director, Unknown Worlds Entertainment Join Date: 2002-03-15 Member: 318Super Administrators, Retired Developer, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, Subnautica Developer, Pistachionauts, Future Perfect Developer
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Thanks for the update and good night 2:24 am here :)
j/k :) very impressive tech, and very nice map!
its always nice to see NS2 in motion
--Scythe--
Its great they are going to use a method that can work just as well with outdoor environments so that down the line outdoor maps will run smoothly.
She sells coherent hierarchical culling algorithms by the sea shore.
I'm looking forward to a post about what you guys were up to at the GDC. I'm sure I'm not the only one who's curious, and it would fit in nicely with showcasing how an independant game company is trying to get their game out there.
It is always nice to see something about NS2 but what I was more interested how does these new and old technologies work with low-end computers for example is it as demanding as NS1 or more like CS 1.6 (maybe lower)?
Map raised a lot of questions I cant wait to get alpha, I love to see more of skulk and marine movement and how it fits into that map and the others.
Found out something funny though... YouTube's Caption Service makes this technical speech become even more jumbled!
here's a portion of it
(0:19) the first step is partitioning the large mass screening enter into smaller parts
(0:22) but we'll try and those are divided up among retain their minds of space for sixteen years to you
(0:27) the smaller the issues that really is a comet pieces when renting was going through
(0:31) the love of country is color coded to show the different factions
(0:35) once the partitioning is completed the smaller issues the lights and the props place in a
(0:40) little are answered in true Texas a line down about street
(0:44) in Texas a line of an industrious her the way of organizing the screen
(0:47) as related to the SPD buy you may have heard from other regions
(0:51) we use in Texas alone down industry visit the destruction quickly insufficient for handling dynamic objects
<!--quoteo(post=1759293:date=Mar 13 2010, 08:48 PM:name=JazzX)--><div class='quotetop'>QUOTE (JazzX @ Mar 13 2010, 08:48 PM) <a href="index.php?act=findpost&pid=1759293"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->She sells coherent hierarchical culling algorithms by the sea shore.<!--QuoteEnd--></div><!--QuoteEEnd-->
apparently in Texas.
So the Acronym would be "CHiCA", right? Nice :D
"Hey Bob, what have you been doing all weekend?" - "Oh just playing around with Chica" - "Playing with Chica???" - "Yeah, trying some new tools n stuff..." - "....eeewwww?! O.o"
Nope! But I don't know anything about the particular technique they used. I'll need to read about it, it seems interesting.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Its great they are going to use a method that can work just as well with outdoor environments so that down the line outdoor maps will run smoothly.<!--QuoteEnd--></div><!--QuoteEEnd-->
I was actually thinking about this the other day as the only downfall of the Spark engine. I thought it would be limited to indoor environments. It's great to hear that UWE intends for a more multi-purpose engine. I can't wait to get my hands on it for some modding. I wonder if they will release engine source as well as Lua or what.
Also in the future... could you guys peeeerhaps do your updates on fridays around 5-6 pm? (your time) ^^;
<!--quoteo(post=1759293:date=Mar 13 2010, 08:48 PM:name=JazzX)--><div class='quotetop'>QUOTE (JazzX @ Mar 13 2010, 08:48 PM) <a href="index.php?act=findpost&pid=1759293"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->She sells coherent hierarchical culling algorithms by the sea shore.<!--QuoteEnd--></div><!--QuoteEEnd-->
I lol'd.
Well, to make it short, the Engine is not always calculating the entire Map, but only, what you can see, even when it's just a small piece of that.
What's so good about this? - The game will run better with this method, and works on Systems, that otherwise weren't able to handle NaturalSelection2.
Also it seemed to be rather choppy; is the reduced frame rate in the video an artifact of the recording process, a result of showing wireframes, or is the engine simply at that stage of development where it runs poorly?
SERIOUSLY WHAT? :D
Ah well good to see this engine will have a better vis then hlvis :P
It is always nice to see something about NS2 but what I was more interested how does these new and old technologies work with low-end computers for example is it as demanding as NS1 or more like CS 1.6 (maybe lower)?
Map raised a lot of questions I cant wait to get alpha, I love to see more of skulk and marine movement and how it fits into that map and the others.<!--QuoteEnd--></div><!--QuoteEEnd-->
Why troll?
Without further ado.
Don't feed it!
Note 1:35-1:36. The skulk will only be in shadow if the marines are close.
Is there more work to do to adjust this?
Thanks for the update and good night 2:24 am here :)<!--QuoteEnd--></div><!--QuoteEEnd-->
yes, that was boring... lol
I lol'd.
Great to hear about the possibility of outdoor environments. And all that other... stuff...
Note 1:35-1:36. The skulk will only be in shadow if the marines are close.
Is there more work to do to adjust this?<!--QuoteEnd--></div><!--QuoteEEnd-->
you have got to be joking right?
of course they will fix it in the actually game (its not even alpha now).
awesome video btw. that map looks awesome - but I hope you guys will still incorporate those outside views to make the map see larger - like in the concepts you talked about.