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Hero Engine: why?


beetz's Avatar


beetz
01.05.2012 , 12:01 PM | #361
Quote: Originally Posted by Enivri View Post
You can modify an engine... For a game this large I am sure they can bend it to do whatever they so wish.

I hope they bend it to make my character move smoother.

And use his abilities when I press a button.

That would be sweet.

BluePlatypus's Avatar


BluePlatypus
01.05.2012 , 12:03 PM | #362
Quote: Originally Posted by Andryah View Post
I'm talking specifically about the fact that it enables a high degree of concurrent design, from story board through animation and texturing (without design siloing, which is where a lot gotcha bugs are created, and wasted rework cycles drain resources) AND that they did not have to scratch build the design environment since they licensed and leveraged existing code.
Sounds real agile :P

I think many of the points you've touched on revolve around the way changes are committed to a given branch. I think similar affects be achieved through.. git. :P

Andryah's Avatar


Andryah
01.05.2012 , 12:03 PM | #363
Quote: Originally Posted by elvinu View Post
as for hero engine, single thread tells the story. seriously in multi-thread era, this is a disappointment. even a game like wow (7years old) added this.
My processor has an occaisonal spike to ~70% utilized, but for the most parts sits consistently at 25-30%. Threading is really not an issue with this game (at least so far).

Rift on the other hand, that is a processor hungry beast.
When you find yourself surrounded by hostile Clowns... always go for the "Juggler" first.

BluePlatypus's Avatar


BluePlatypus
01.05.2012 , 12:05 PM | #364
Quote: Originally Posted by Andryah View Post
My processor has an occaisonal spike to ~70% utilized, but for the most parts sits consistently at 25-30%. Threading is really not an issue with this game (at least so far).

Rift on the other hand, that is a processor hungry beast.
Threading helps software utilize more of your processing, not less.

youwillburn's Avatar


youwillburn
01.05.2012 , 12:06 PM | #365
Quote: Originally Posted by Andryah View Post
lmao.

I'm guessing that his statement "No one in this thread, unless they work at Bioware, knows what that list was or what the developers needed." was completely lost on you.
No, he assumes that Bioware lives in magic land and has unlimited money to find any engine they like that matches their requirements. I say cost was a huge factor when picking the new untested engine.

kineticdamage's Avatar


kineticdamage
01.05.2012 , 12:07 PM | #366
Quote: Originally Posted by Tokeee View Post
Instead, you chose the lazy way and are trying to make a game fit an engine. Not only that, you picked a terrible single-threaded engine that can't even process commands before animations finish, hence all of the ability delay rage you're seeing.
Are you serious ?
Because if it's true, that would turn this Georg Zeller quote into pure crap :

Quote:
Bioware, why 1.5 seconds GlobalCooldown? anyone familiar with the term "GCD locked"?
Quote: Originally Posted by Georg Zeller
The GCD is set, so you can see all the "pretty" animations BW made for the game.

We pride ourselves with a very polished and good looking combat system, and that means you get to see actual combat animations along with the floating numbers that indicate damage.

If you're going to do something for many many hours over the course of the game, and combat is likely the thing many players might do the most, it'd better be more interesting than a single whack animation and a floating number.

For example, your attack animation might consist of shooting a stream of blaster bolts that do damage on impact rather than a single bolt or single sword swing.
Or how to turn a game engine huge constraint into a selling argument ...........
(animations are fantastic I admit, but even though, this engine detail turns that quote into some fishy stuff...)

Drayzen's Avatar


Drayzen
01.05.2012 , 12:09 PM | #367
Quote: Originally Posted by Chikai View Post
And right they were to say so, SWTOR does support up to 4 cores.
Supports, but is not optimized. Hero Engine is SINGLE THREADED by design.
|DS| Definitely Superficial - Ahazi

I am a proud supporter of High Resolution Textures in-game. We have a right to choose, and deserve the quality touted in advertised gameplay screenshots.

iain_b's Avatar


iain_b
01.05.2012 , 12:09 PM | #368
Quote: Originally Posted by kineticdamage View Post
Or how to turn a game engine huge constraint into a selling argument ...........
(animations are fantastic I admit, but even though, this engine detail turns that quote into some fishy stuff...)
Personally I think it's pretty cool when I activate an ability on my Juggernaut that is three saber swings that each individual swing of the animation is applying its own damage.
My Little Pwny
Kulok Dunar, Powertech and GM of MLP. Want to join? Click here for info.

Squadron 1020 & 367

BluePlatypus's Avatar


BluePlatypus
01.05.2012 , 12:10 PM | #369
Quote: Originally Posted by kineticdamage View Post
Are you serious ?
Because if it's true, that would turn this Georg Zeller quote into pure crap :





Or how to turn a game engine huge constraint into a selling argument ...........
(animations are fantastic I admit, but even though, this engine detail turns that quote into some fishy stuff...)
I'm not sure what you think the ability delay stuff has to do with the GCD or animations?

iain_b's Avatar


iain_b
01.05.2012 , 12:11 PM | #370
Quote: Originally Posted by elvinu View Post
i play assassin and a rogue. the vanish in this game is... so buggy..it's...non existent in combat. the pet goes wild, the mobs brake it, etc. in wow at least i can vanish. and the vanish spell itself it's op. but that is another discussion.
Stealth/vanish has been broken in WoW for ages...
My Little Pwny
Kulok Dunar, Powertech and GM of MLP. Want to join? Click here for info.

Squadron 1020 & 367