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Rendelius
Critical Error
Joined: 06 Jul 2001
Posts: 16
Location: Austria |
Thief 3 Preview at Gamers Europe |
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A nice <a href="http://www.gamerseurope.com/article.php?id=325" target="_blank">preview of Thief 3 for Xbox</a> has been posted at Gamers Europe. Here's an excerpt:
<br><blockquote><em>AI has been drastically improved, no longer can you memorise the patrol paths and work around them. How they look in each room, hall and area is totally different each time, there is no fail safe area to hide in – if they didn’t look in one area fie first time around then there’s a greater chance they’ll look second time around. If they’re in a room and there’s something overshadowing an area (say a large pillar or a desk), then the guard will walk around to check that there’s nobody there. This involves a lot more quick-thinking, resulting in a heightened tension and a fair amount of improvisation.
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<br>With all this increased amount of stealth, it’s a shame (or possibly a godsend, depending on what way you look at it) that the developers have decided to expand the gameplay option from purely stealth to a more Splinter Cell style of play – either go through the game using mostly stealth, or take out the guns (in this case bows) and shoot everything in sight.</em></blockquote> |
Tue Jun 17, 2003 11:00 pm |
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El Patito
Head Merchant
Joined: 12 Feb 2003
Posts: 59
Location: Sweden |
quote:
Seeing a guard with a torch in his hand walk down a darkened hallway is very impressive, volumetric lightning proving to be very useful in this area. What is volumetric lightning, you ask? We’ve no idea, we just read it on the back of this press release we got – a little note reading “mention volumetric lightning or else”.
_________________ Patito |
Tue Jun 17, 2003 11:01 pm |
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Lanael
City Guard
Joined: 09 Jul 2001
Posts: 147
Location: lyon - France |
"volumetric lightning" are these particular shadows like those you can see in Severance/Blade of Darkness or Operation Flashpoint :
They are not pixelated like the "old" method ( countless games use these ones for years ) => pixelation comes from the raycasting method used. ( a virtual ray is cast between the object and a light : the intersection between the ray and the wall or ground is part of a shadow => the resulting point is darkened... ) => the "shadow detail" setting you find in games is the number of ray casted.
Volumetric shadows are projections of the polygons composing the object making the shadow ( as many projections as projection-planes encountered ( ex: corner of a room... )).
Volumetric shadows were usable in a low-poly architecture becau....
Ok ok...
I'll give up with the technical details..
I think you got the point.
IMO : volumetric shadows are far more realistic and are the future. |
Wed Jun 18, 2003 12:05 am |
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Xax
Village Dweller
Joined: 25 Mar 2003
Posts: 6
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Lanael - Interesting, thanks for the crash course and teaching me something . |
Wed Jun 18, 2003 2:08 am |
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