Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Geek Talk & Media
Neverwinter Hate
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Luke" data-source="post: 259170" data-attributes="member: 602"><p>Of course I really want it!! I want sky and treetops and forest! I *loved* flying and taking pot shots at land bound creatures whilst playing the later "Might and Magic" games (once I'd acquired the power of flying). The 3D engine had very little realism by today''s standards, but the flexibility for gameplay was awesome!</p><p></p><p>A very good point about sky, though, which makes me think that there will *never* be a FPP.</p><p></p><p>The fact that you are always "looking down at your feet" is actually a very clever approach to providing a consistent and easy approach to smooth 3D animation. This *hugely* reduces the amount of total possible floor coverage viewed, and hence guarantees you a minimal (at least manageable) polygon count for realistic 3D animation.</p><p></p><p>I've played with a tool called City OverSeer 3D, which lets you wander through a 3D world automatically generated from Campiagn Cartographer 2 files.</p><p>When I stand outside a city containing hundreds of buildings, and spin around on the spot, I get a very inconsistent animation rate. Basically, as I turn away from the city, I spin quite fast. As I spin the city into view, animation drops down to a couple of frames a second. This is because I can see an effectively huge floor space, and even a GeForce graphics card has trouble with the thousands and thousands of polygons that have to be processed. As I look at the city, I see the tops of hundreds of buildings, which can never happen in NWN.</p><p></p><p>Thinking back to what I know of 3D engine optimizations made of games like Doom, DoomII, and all those engines (massive amounts of pre-rendered calculations, requiring a *lot* of time to pre-process back at the factory, before the level is saved and ready to play), I should have expected this.</p><p></p><p><strong>Bioware's approach was, unfortunately, definitely the best decision.</strong> Trying to get smart, and precalculate polygon optimization to support fully free camera movement (as with FPP), would make modules very slow to load (calculated as needed), or make them too large to distribute over the internet effectively for multi-player games (if compiled by the toolset).</p><p></p><p>Decisions not to support things like climbing and flying become more transparent. You really need to have everyone on the same level. There's a vague illusion of higher and lower ground when wandering around outside, but it's not really that real. I'd be pretty disappointed about being attacked from high above whilst I'm busy looking at my feet !! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>There are definitely ways to design module areas to minimise polygon count problems without massive pre-rendering calculations, but they would have made the toolset harder to work with and impose restrictions on layout.</p><p></p><p>It's the old argument of trade-offs. Bioware could have gone for true "6 degrees of freedom" flexibility, but they would have got caned by the gaming public for either the jerky animation, or for sacrificing graphics realism (love the way that tall grass waves in the wind!!!).</p></blockquote><p></p>
[QUOTE="Luke, post: 259170, member: 602"] Of course I really want it!! I want sky and treetops and forest! I *loved* flying and taking pot shots at land bound creatures whilst playing the later "Might and Magic" games (once I'd acquired the power of flying). The 3D engine had very little realism by today''s standards, but the flexibility for gameplay was awesome! A very good point about sky, though, which makes me think that there will *never* be a FPP. The fact that you are always "looking down at your feet" is actually a very clever approach to providing a consistent and easy approach to smooth 3D animation. This *hugely* reduces the amount of total possible floor coverage viewed, and hence guarantees you a minimal (at least manageable) polygon count for realistic 3D animation. I've played with a tool called City OverSeer 3D, which lets you wander through a 3D world automatically generated from Campiagn Cartographer 2 files. When I stand outside a city containing hundreds of buildings, and spin around on the spot, I get a very inconsistent animation rate. Basically, as I turn away from the city, I spin quite fast. As I spin the city into view, animation drops down to a couple of frames a second. This is because I can see an effectively huge floor space, and even a GeForce graphics card has trouble with the thousands and thousands of polygons that have to be processed. As I look at the city, I see the tops of hundreds of buildings, which can never happen in NWN. Thinking back to what I know of 3D engine optimizations made of games like Doom, DoomII, and all those engines (massive amounts of pre-rendered calculations, requiring a *lot* of time to pre-process back at the factory, before the level is saved and ready to play), I should have expected this. [B]Bioware's approach was, unfortunately, definitely the best decision.[/B] Trying to get smart, and precalculate polygon optimization to support fully free camera movement (as with FPP), would make modules very slow to load (calculated as needed), or make them too large to distribute over the internet effectively for multi-player games (if compiled by the toolset). Decisions not to support things like climbing and flying become more transparent. You really need to have everyone on the same level. There's a vague illusion of higher and lower ground when wandering around outside, but it's not really that real. I'd be pretty disappointed about being attacked from high above whilst I'm busy looking at my feet !! ;) There are definitely ways to design module areas to minimise polygon count problems without massive pre-rendering calculations, but they would have made the toolset harder to work with and impose restrictions on layout. It's the old argument of trade-offs. Bioware could have gone for true "6 degrees of freedom" flexibility, but they would have got caned by the gaming public for either the jerky animation, or for sacrificing graphics realism (love the way that tall grass waves in the wind!!!). [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Geek Talk & Media
Neverwinter Hate
Top