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Old 03-11-2010, 06:30 PM   #51
gazzthompson

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Default Re: The PR team is going to use the C4 Engine

the gfx are wip. as he said:

"There havent been any really good tech demos of what C4 can do graphics wise yet"


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Old 03-11-2010, 06:31 PM   #52
TomDackery

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Default Re: The PR team is going to use the C4 Engine

I thought this screenshot from a C4 Engine based game was pretty good:

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Old 03-11-2010, 06:33 PM   #53
Tofurkeymeister
Default Re: The PR team is going to use the C4 Engine

Google Chrome integrated into C4:



Also, I trawled the C4 forums for PR2 info, but couldn't find any
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Old 03-11-2010, 06:35 PM   #54
[R-DEV]Drav
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Default Re: The PR team is going to use the C4 Engine

Tom I think thats concept art....not graphics

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Old 03-11-2010, 06:36 PM   #55
TomDackery

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Default Re: The PR team is going to use the C4 Engine

Crap, I have been deceived!!! Oh well, I was close, wasn't I?
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Old 03-11-2010, 06:38 PM   #56
The Iron Dreamer

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Default Re: The PR team is going to use the C4 Engine

Quote:
Originally Posted by TomDackery View Post
I thought this screenshot from a C4 Engine based game was pretty good:

dude that's a StarCraft 2 concept art (I think)

P.S. nope I was wrong but thats no way a ingame shot... that has to be artwork


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Old 03-11-2010, 06:57 PM   #57
PuffNStuff
Default Re: The PR team is going to use the C4 Engine

So, PR2 is using C4. What about the underlying infastructre invovled in multiplayer and servers?
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Old 03-11-2010, 07:04 PM   #58
Qaiex

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Default Re: The PR team is going to use the C4 Engine

It is concept art, look in the bottom right corner. In the top right of the chain link fence, you can clearly see the pencil marks.
These kinds of concept arts are drawn by hand with a digital pen using photoshop and drawn right onto the screen so they look REALLY good, but you can still clearly see that it's a painting.

Top right corner of the entire picture also has some dark pencil marks.


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Old 03-11-2010, 07:09 PM   #59
Celestial1
Default Re: The PR team is going to use the C4 Engine

Quote:
Originally Posted by AquaticPenguin View Post
The terrain is stored as voxels iirc, but then is 'skinned' to make the surfaces, thus you get the efficiency of triangle meshes and the versatility of voxels. The fact that you can edit it real-time in an editor suggests to me that that's probably also the way it's done in the actual game-engine - although anyone feel free to correct me on this.
He was implying you could blow holes through tunnel walls, or something. I know how it works.

And it may or may not be possible for it to be done real-realtime (as in, during a game) for it to edit that terrian on the fly. Just because you can do it in the editor does not mean you can do it in the game.




Just to clarify... coding work has nothing whatsoever to do with the graphics.

The graphics are a blank slate, since we aren't creating a mod anymore; we're creating a game from the ground up. Equate these graphics to changing everything in vanilla into flat stacks of boxes (everything, players included), and that's the kind of improvement you'll see when graphics work is actually done.




Everything in due time guys, let's not beg and plead for screenshots and demos... Let them do their thing, and they'll give us the teasers when they so please.
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Old 03-11-2010, 07:14 PM   #60
AquaticPenguin
Default Re: The PR team is going to use the C4 Engine

Quote:
Originally Posted by PuffNStuff View Post
So, PR2 is using C4. What about the underlying infastructre invovled in multiplayer and servers?
For networking there's always third-party libraries. Equally C4 has some inbuilt features:
- Fast, reliable network implementation using UDP/IP.
- Solid fault tolerance and hacker resistance.
- Advanced security measures, including packet encryption.
- Automatic routing of messages to object controllers.
- Cross-platform internet voice chat.


Quote:
Originally Posted by Koroush47 View Post
What do you mean "Revolutionary technologies"

Explain ?
Voxel terrain for example and voxel terrain LOD
C4 Engine Forums • View topic - Seamless voxel-based geomip

C4 Engine Features
- Full-scene cinematic motion blur. More
- High-quality procedural fire effects.
- Fully extensible particle systems.
- Real-time fluid surface simulation.
- Real-time cloth simulation.
- Surface markings on arbitrary geometry.

The graphical shader editor, enhanced parallax mapping, horizon mapping, ambient lighting volumes, environment mapping, bumpy reflection/refraction.

The feature list really is farely extensive, the shader editor gives a lot of scope for custom shaders, which is the eye-candy part of the engine. And there is already a lot of underlying infrastructure such as the world editor. There is a PhysX implementation somewhere as well, and on the forums there's some nice foliage packages people have begun creating. The price is very good for something where you get a powerful engine, support from the creator and public/private forums, a large amount of documentation, the source code and updates for life.
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Last edited by AquaticPenguin; 03-11-2010 at 07:28 PM..
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