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Lost Continents Interview

(PC: MMORPG) | Posted by Rendelius @ Saturday - January 19, 2002 - 12:22 -
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| Game Info | Homepage | Screenshots
There is a Lost Continents interview with community manager, Travis McGeathy at RPG Complete. Quite detailed, and here's something about the graphics in the game:

    RPGC: Are the graphics a large advancement over other MMORPG's, and how cryptic will your graphic support be (support for older machines and graphic chips)?

    Travis: Ahh, I get to use technical jargon! Lost Continents is using VR1s Tesla engine, which we developed in-house and you can see in action in Nightcaster, our soon-to-be-released Xbox title. The Lost Continents client engineering team took the engine and modified it to suit our needs including adding several enhancements. The engine features real time scene visibility rendering, which is a short way of saying that the client knows at all times what polygons, textures, sound effects, particle effects, etc. are visible/audible so the client only spends processing time handling those items. Tesla also included a bone-based animation system complete with matrix blending. This allows for very detailed animations and the ability to blend smoothly between those animations. Lost Continents will also include alpha-channel transparency, colored volumetric fog, an advanced particle-modeling engine, procedurally textured water and lava, an animated multi-layered skybox (including volumetric effects on high-end video cards), environment mapping, bump mapping, per-pixel mipmapping, a customizable multi-texture pipeline, and a lighting model that uses preprocessed lights as well as dynamic ones. Tesla also includes full support for 3d audio and music that will dynamically change with the environment and situation the player is in.

    It's a lot of jargon that basically boils down to this: the Tesla engine allows us to bring the setting of Lost Continents to life in ways never before seen in a MMORPG.

    On the other side of the coin, everything is being developed to be scalable, so we can support older machines and graphic cards yet still take full effect of a powerhouse system.
 
 
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