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View Full Version : FIRESTARTER !!! Primo game a utilizzare parte delle API DX9!


Psiche
04-12-2002, 12:31
La conoscite la GSC Game World??? :p Sapete cos'è S.T.A.L.K.E.R.? :D
Ebbene la stessa casa che a fine anno prossimo lancerà il ben più noto STALKER, darà dimostrazione di cosa è in grado di fare ben prima con questo nuovo titolo. :)
Ma iniziamo dall'engine:

Nuovo Engine proprietario del gioco il FireStarter Engine giunto alla versione 1.0 è davvero promettente. Pensate che sarà orientato anche verso le API DirectX 9. Faccio un copia-incolla delle caratteristi di questo engine:

General info:
Initially based on BSP technology
Initially oriented to API DirectX 8-9
The game building on plug-in protocols for all game elements
Possibility to port on XBox
Optimization of the engine for the best performance and maximally dynamic gameplay
Levels:
Partly open levels made with the use of BSP technology
User-friendly editor
98 predetermined entity classes as doors, elevators, platforms, jump-pads, triggers, bonuses, etc.
Standardized protocol for importing new entities
Use of skyboxes for simulation of sky/space, etc.
Lighting on the light map with varying detailing level
Use of high-polygon models for level construction
Characters:
Standardized interface to plug in actors of any topology and animation system
Standardized interface to implement characters' physics
Specific embeddings of animation systems (matrix animation, morphing, skeletal animation) are in plug-ins and can be selected based on specific needs/design
Particle systems:
Particle systems, explosions, projectile flight effects are made of basic effects and can be as much complex as needed
All effects are plug-ins
Standardized protocol for effect programming
11 basic effects as spray, splinters, flashes, trigger, etc.
Simple mechanism of building effects in the levels and binding to entity of the level.
Programmable recurrence of the effects
Level effects:
Steam, smoke, fire, geyser and other effects based on the particle systems
Realistic localized volumetric fog with the possibility of camera-view from inside and outside
Global volumetric fog throughout the whole level without level geometry and used shaders constraints
Lighting with omni, directed, volumetric light, lighting with skybox
Dynamic light
Projected textures
Detailing textures
Halo, radiance around the sources of light
Shaders:
Standard script language for creation of multi-pass/multitexture shaders
Standard procedural deformations of the vertex coordinates
Standard procedural deformations of the texture coordinates
Standardized interface for embedding shader effects (renders), which use the latest video accelerator possibilities as programmable vertex/pixel conveyers.
Plug-ins for effects with diffuse/specular bump-mapping, EMBM, anisotropic lighting, etc., that support several rendering techniques for any hardware acceleration (starting with Riva TNT2)
Original rendering algorithm for large amount of static and dynamic geometry
Procedural textures as water, fire, plasma, etc.
AI:
Navigation databases compiled for each level
Standardized interface for monster AI programming
Possibility to program AI for any monsters
Monster possibility to communicate with each other, action coordination
Network:
Based on client-server architecture
Specifications:
2000x2000x2000 m level size
Recommended maximum number of polygons per frame -- 200,000
Maximum plug-ins -- 1024
Maximum players -- 32
Still working on
Characters:
Full hardware skeleton animation based on DirectX® 9
Shaders:
Support of new DirectX 9 shader standard
Plug-ins for rendering effects as fur, refraction, particle system physics, etc.
3D procedural textures based on perlin-noise as marble, wood, dynamic plasma, etc.
Sound:
EAX 3.0
Reverberation taking into account size and material of the rooms
HRTF support
Analysis of the obstacles and sound fading, echo
Physics:
Interactive objects
Destructible objects
Level effects:
Portals, mirrors, etc.

Sono previste inoltre nuove features per la versione 2.0 delFireStarter Engine

E' un gioco Arcade FPSil cui lancio è previsto per il 1 quarto 2003.
La storia:
Siamo nell'anno 2010 nell'ambito di un gioco e la mente del giocatore è intrappolata da una macchina di gioco virtuale denominata FireStarter infettata da un virus . Il guasto causato da questo virus fà si che il calcolatore cambi le regole del gioco; ora la mente intrappolata del giocatore deve completare questo gioco entro 48 ore virtuali, pena la morte reale.

Gli screen si trovano QUI' (http://www.gamershell.com/game/FPS_Firestarter.shtml) e QUI' (http://www.pczone.co.uk/data/gamehomepages/game_homepage_id.php?id=4030)

Metto qualche immagine; cliccate sopra per vederle ingrandite.

http://actionvault.ign.com/features/media/firestarter/firestarter110704a.jpg (http://actionvault.ign.com/features/media/firestarter/firestarter110704.jpg) http://actionvault.ign.com/features/media/firestarter/firestarter110703a.jpg (http://actionvault.ign.com/features/media/firestarter/firestarter110703.jpg) http://actionvault.ign.com/features/media/firestarter/firestarter102404a.jpg (http://actionvault.ign.com/features/media/firestarter/firestarter102404.jpg)


Come grafica sembra promettere bene, anche se non si capisce tantissimo. Comunque Stay Tuned! :D

Deuced
04-12-2002, 12:33
potevi mettere un 56k warning nel topic :D

Psiche
04-12-2002, 17:39
Originariamente inviato da Deuced
[B]potevi mettere un 56k warning nel topic :D
Hai ragione l'ho fatto di fretta perchè dovevo uscire :p
Ora l'ho editato, spero che le immagini si vedano una volta che gli cliccate sopra.
Comunque i due link sopra hanno parecchi screen.

Scusa ancora Deuced
;)

Gohansupersaiyan4
04-12-2002, 17:52
Manca l'enviromental bump mapping che fa sembrare le texture eccezzionali...apero lo aggiungano in seguito...


Ciao !

Verro
04-12-2002, 17:54
non sembra incredibile, cmq staremo a vedere, manca ancora un sacco di tempo!!