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The second development report for Iritor Online has been posted at RPGVault. Roman Kremlicka and Benjamin Prucha explain how they created the demo for E3:
The whole demo project began when Ben came back from the GDC (Game Developer Conference) where he talked a lot with a developer from NVidia. He returned with a head full of ideas to create a powerful 3D engine. On the very first day, he told us how we could create an awesome demo. We had a six-week deadline, and by the time we decided to proceed, only five weeks remained.
Everything started out just fine. We agreed on a storyboard, defined all the objects we would need, and created the whole art asset for the demo. Ben and Peter programmed the renderer and animation system as well as the necessary exporting tools. When we tried to assemble our first scene, we were totally devastated. The UV coordinates were bad, and the coordinate systems of Maya and our engine didn't match, which led to an overall problem with the position of animated objects. For example, the buggy was driving on the wrong side of the terrain, upside down. This was a real issue since the programmer responsible for importing and animation was on holidays!
With only four days to go, we had a huge problem to deal with. During the next 24 hours we managed to fix the UV coordinate problem and found some clues as to the coordinate system issue. We even got a few hours of sleep - the last sleep we would enjoy for a few days. |
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