Quote:
Originally Posted by CharveL
Dude, just...go read up on the stuff before trying to make comments about things you don't really get. I mean, you know some terms and what they're supposed to do but not how they work together collectively. You might as well give us your insight into nuclear physics since you read a wikipedia explanation about half-life (hint: not the game).
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Charvel, really stop before I start using caps :
http://forum.1cpublishing.eu/showthr...795#post233795
I have little programming experience, but know a good amount about game design (from multiple sources, did a bit with Digipen) have a few years experience with Maya aswell. Now there are plenty of things I do not know about, and I always preface my post with that (for example compared to others here I know very little about flying and tactics, engines or plane mechanics, much of the wars history or even things like HOTAS setups). What I do know about is computer hardware and software, and enough about graphics design and engines that I feel confident in the comments I make. Like said I did a good amount of graphics design in Maya (7.0 then 7.5) which was bought out by Autodesk (the only other major competitor for CGI and game model/graphics) and while I would have to wiki to check now, I believe autodesk scrapped their autodesk app, and now Maya autodesk is really only used (maybe opengl is different, not sure on that one). Anyway I used the exact same software they are using for the game.
For the record the link is my "victory I told you so post", where I layed out many features and uses of DX11 and opinions on how it should be used/how they will use it along with comp hardware about 5 months ago-1month ago. Ironically during that time a dev himself said they were only thinking about tesselating "plane wheels" and forum members said dx11 decreased performance. I had been arguing for tesselation to reduce workload for modeling details and remove the need to LOD and multiple models to reduce popping. I also talked about using direct compute for physics modeling for flight and for water/particles, along with dx11 shader pipelines being much more efficient on mutli core machines and that they should aim for that. People like you dismissed it, just so you know- Then we had that nice new interview which nearly point for point repeated every single thing I had been saying (and getting responses like you made to me) for months and months (2010). Now I probably should not have dragged this out, but if you have a particular point I made in my post you would like to contest, thats fine with me. Until then, dont reply with that bs to my post, because I have a paper due and I am not in a good mood
Wall of text over, continue