Red Faction: Guerrilla Xbox 360 Behind the Scenes - Back Story (watch in high quality) http://xbox360.ign.com/dor/objects/882491/red-faction-3/videos/rfg_doc-intro_062308.html
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Red Faction: Guerrilla in the Mist http://uk.xbox360.ign.com/articles/883/883618p1.html
IGN: How are you upping the ante on destructible environments?
Hague: Destruction in video games is one of the next big frontiers for innovation. Remember 15 to 20 years ago, before the age of 3D acceleration, "3D" games were built out of scaled, two-dimensional sprites and textures? That's what destruction in games is like right now. It's a series of magic tricks like model swapping and particle effects that give the illusion of destruction.
In RFG, all of the destruction is physics based and functions like you would expect in the real world. We model material properties, load-bearing physics, mass, and momentum to model in-game destruction events. Nothing ever crumbles the same way twice, and you really need to experience it in motion to appreciate it.
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Polygons 1 - Voxels 0 ;D
Jinroh at
Re: Physics-based fully destructible environments in RFG
Slang said at
Polygons 1 - Voxels 0 ;D
lol. It's nice to see that Red Faction is still pushing the Polygon Based Destructible Environments. I remember the old GeoMod Technology they employed with Red Faction.
Slang at
Mercenaries 2 - Developer Walkthrough HD http://www.gametrailers.com/player/35861.html
Mercenaries 2 Walkthrough Part 1 http://www.youtube.com/watch?v=UVEv-29PNKg
Edited by Slang at
ConsistentCallsign at
Slang said at
Mercenaries 2
I don't like it. The water is still flat and the destruction looks scripted. Thumbs down! >:(
Maren at
American soldiers 1 - Communist polygons 0 ;D
ConsistentCallsign at
Maren said at
American soldiers 1 - Communist polygons 0 ;D
The U.S. military contractors mercenaries -- Marc Gonsalves, Thomas Howes and Keith Stansell -- had been held by the Revolutionary Armed Forces of Colombia since their "drug-surveillance" plane went down in the jungle in February 2003.
Also http://youtube.com/watch?v=w39FnpuMRfo :D
FARC tribute video: http://www.youtube.com/watch?v=57dEfrB9cpM Mmm.. chicks with guns ;D
Edited by ConsistentCallsign at
Slang at
This is a must-see video for all of I-wanna-destroy-everything-I-see type of psychos. ;D
Red Faction: Guerrilla - E3 2008: Destruction Part 1 HD http://www.gametrailers.com/player/36476.html
It's simply one of the most coolest gaming technologies ever. Now, I want to see a game using this RFG Engine, which takes place in a filthy modern city (well, I mean Tokyo) rather than Mars!
ConsistentCallsign at
The destruction sucks since it's not on a per-pixel/voxel level :P The building blocks are too big. If they had used smaller building blocks (and a lot more of them), the materials would behave realistically. But you can't use billions of building blocks because then the polycount would be ridiculously high and rape the fps :P
Edited by ConsistentCallsign at
Maren at
Slang said at
Now, I want to see a game using this RFG Engine, which takes place in a filthy modern city (well, I mean Tokyo)
Why a filthy city? where's the fun in that? ::)
Slang at
Maren said at
Why a filthy city? where's the fun in that? ::)
It would be rather catharsis. I mean, if you live in Tokyo, you'll soon realize that it's a hell of stressful city (both scenery-wise and politics-wise). ;)
Edited by Slang at
Maren at
Slang said at
Maren said at
Why a filthy city? where's the fun in that? ::)
It would be rather catharsis. I mean, if you live in Tokyo, you'll soon realize that it's a hell of stressful city (both scenery-wise and politics-wise). ;)
Why not use the engine to build something worthy and interesting that nobody's seen before? guerrilla-infested jungles, collapsing space bases and dirty cities start to get boring after the 1000000th game.