Thread: AMP II demo
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Old 12-24-2003, 09:27 PM   #8 (permalink)
interman
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Originally posted by Walshy483@Dec 24 2003, 04:53 PM
personally i thought it was pretty crappy, seems like just a gimmick more than anything. The lights aren't truly dynamic, anyone notice that the swinging light swings in the same motion no matter what? This means that the place of the shadows is just scripted. When I shoot the light with a pistol it doesn't start swinging any different, it just disappears! Gimme a break, then a minute later it automatically appears and is swinging in the same motion again, it also never slows down.

Same goes for the other swinging light, and its also not even being held up by anything, just suspended swinging lights. The other lights I tried to shoot out but nothing happens with those. I couldn't jump over the railing at the end of the level, and the only weapon made available was the pistol? And a weak feeling/sounding pistol i might add.

While it may have looked somewhat pretty, it really had no substance to it. We'll see if it gets any better.
im sorry to say this, but you have no idea what you're talking about

i didnt read the engine specs at the site, but it's plain to see that the game uses dynamic shadows, but also shadow maps.

I think some of the "what's dynamic and what's not dynamic" debate got worse when ut2003 was released, when people thought the rotating fan shadow thingie was dynamic, when it was just an animated texture.

You can tell the dynamic shadows are actually dynamic by how they look, and how they move. An animated texture CAN create the illusion of a dynamic shadow if it's simply inside of one texture, but for instance when the light in the tech demo casts shadows that go over several then it's the only explanation. There's tons of cool 3d and 3d engine material at gamedev.net, which i recommend to anyone with an interest in programming or graphics.

what i really do hope the devs implement is a good physics engine, like havok or karma, because i think we've come to expect it after having played games like deus ex 2.

also, it's was cool to see such nice use of bump mapping, and especially how well it all ran. Im fairly sure the engine uses some neat culling algorithms to improve the framerate, but even though the levels are far from as complex as deus ex 2's levels it still shows that good performance is possible even with bump mapping and dynamic shadows.

maybe that makes a few things clear
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