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>> No.3378552 [View]
File: 1014 KB, 852x480, scarab_final.webm [View same] [iqdb] [saucenao] [google]
3378552

>>3378536
>All components working together
>Small explosions build to a crescendo
>Don’t forget Audio! Effects and Audio go hand in hand (Say boom when the WEBM flashes with the screen effect)

>>3378435
The section titled Major Engine Challenges may be very important for us.

Apparently the 360 was utter shit at overdraw (transparency) so they overcame this by
>Using less particles that went away faster (We can also fill out some actor particles with the basic ZDoom particles)
>Near fade LOD on particles (You only get the full particle experience up close, from a distance you just see the big pieces)
>Screen effect

They were also limited to 256 effects happening at once. They solved this by:
>Scaling back content (Less effects)
>Impact effects set to reset within a certain radius (If one explosion is playing, and another is to start by it, the other one stops and the new one starts)
>Priority system implemented late in the process (More important effects get rendered, less important effects get chucked. Importance determined by distance and relevance to the player.)

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