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targon
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Dolgoprudny, Moscow region
Nov 2002 time: 08:25
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Coder folks, anybody home?
Have you any solid decision on graphics engine to employ in the StP, so I any other graphics staff in the future (?) may target specific features, benifits and flaws of the engine.
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Disparat
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East Coast, USA
Nov 2002 time: 05:25
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Has anyone considered scaling back on the graphics? By that I mean, maybe not going with 3d? It just seems to be that 3d graphics are a pretty volatile area and that as soon as something comes out, it's obsolete. Perhaps a 2d sprite approach would get more people interested in helping because 1.) they're simpler, 2.) artistic flair can be more easily displayed without worrying what program to use and other irritating details such as that and 3.) they're more timeless. If we make really gorgeous 2d locales and detailed sprites I think the game will be much more approachable by interested gamers.
All this might clash badly with the whole space theme, but I thought I would suggest it. It just seems that we're being overly ambitious and therefore precluding all but those with the demanding technical skills that we need. I mean, there's tons of people who can make a nice looking 2d sprite and spit out some awesome graphics, but far fewer who know OpenGL, POV-Ray, 3ds Max and so on.
Maybe I'm underestimating everyone's abilities, in which case you all can give me a verbal beat down for being so pessimistic .
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Michiel
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You can make some nice graphics with Pov-Ray, or any other 3D-modeler, render them, and then use them as 2D-sprites.
But I think the space-part should be 3D. Some sort of grid, which is interstellar space. I don't know how, but it would be cool.
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targon
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Dolgoprudny, Moscow region
Nov 2002 time: 08:25
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Disperat,
You see, PovRay is a whole bunch worse to learn than any reasonable good 3d modeling program. In fact, PovRay itself is nothing more than advanced algorythmic convex hull raytracer and all its language wasn't designed for extensive human writing. If someone is still interested in PovRay, I strongly suggest him/her to look at PovRay-aware modeling program, like KPovModeler, sced and some others.
Back to 3d modeling, if anyone can be good with such a complex thing like PovRay, this artist will has little problems with more artist-faced programs (PovRay fans, no offence).
OK, now let's speak about timeless graphics. I think that there isn't such a thing anyway. All you timeless programs were designed concerning graphics capabilities of their time. Long-long ago, there wasn't any 3D stuff on so-called "consumer hardware", so game designers were simply forced to pre-render sprites.
Nodays, situation is completely different. Graphics accelerators improve ~4x times faster than CPUs, current aim of their designers is so-called "cinematographics quality". And they're close to it.
So gamers today expect eye-candy graphics form they games, and they deserve it!
BTW, there are timeless things, like antic art, buildings and so, but nobody creates new art and buildings it that style!
Shortly: Disperat, do not resist perfection!
Listen closely. I do not insist on state-of-the-art engine "really soon now"; the thing I do insist is possibility to attain such a state in evolutionary process. Hence, I think that good share of modularity and extensibility may be very helpful for StP client graphics.
I also think that we must target most of modern 3D features (at least, leave a place for them), as they will be widespread and obvious by game release.
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