The current prototype includes AI and weapon/bullet concepts. Once they're completed we can move on to test some of our design concepts.
On a sidenote, I've done some testing concerning our 150MB limit, its going to be tight, but we'll manage (found a .zip library to help reduce file size) Using some (most) of Over Night's assets using the built-in C# compression the file size is already reduced to 1/3rd of the original. The .zip library reduces it by another 1/3rd. Plus the guys over at Synapse got a few new cool features lined up. One of them includes Light-mapping to bake lighting in our scene! Should add a great deal of lighting awesomeness to our game, hopefully these light-maps won't make our disk-limit worse than it already is! :)
Is that a new kind of way of baking light in a texture? Is it going to be dynamic?
BeantwoordenVerwijderenCan't wait to see how it works.
The static light-baking is a no-go if we are representing a light engine.
Agreed with above
BeantwoordenVerwijderenThe light-baking will be part of Sunburn. Since it's baking, it's not dynamic. We combine it with dynamic lights to light moving objects / characters etc. like we would before. This way we can simply add more lighting detail in our scene with little performance cost. I see no reason not to use it. Especially since it will be a new feature of the product we're representing.
BeantwoordenVerwijderenthe baking occurs in sunburn?
BeantwoordenVerwijderenNow I really can't wait to see how that's going to work....
This system automatically bakes the lighting within Sunburn?
BeantwoordenVerwijderenAnd what if multiple object share 1 texture? Will Sunburn create a unique texture for every object? (they can't all have the same lighting when placed at different locations in the scene)
I don't know the specifics, hopefully more info will be available soon.
BeantwoordenVerwijderenhttp://thewebfairy.com/911/binaries/bunny_with_pancake.jpg
BeantwoordenVerwijderenDepending on filetypes, you should be able to effectively fit up to 800MB into that 150MB space with the .zip library/default .xnb compression.
BeantwoordenVerwijderenlight-mapping is basically just a helper that tells the engine what the calculations are so the cpu/gpu wont have to any more. prolly stores it in an external file. so we still need to light bake everything on every model, but ingame we get a bit more awesome spunkidge in the pants :)
BeantwoordenVerwijderenHi Rami, how did you end up here so quickly ;)
BeantwoordenVerwijderenI will conduct some testing with the zip library and different filetypes. Alex from SG (Synapse) gave me some good tips and tricks on compression. Hopefully the DotNetZip library is compatible with the Xbox.
Here,s some info 'bout the A.I in Halo.
BeantwoordenVerwijderenSome really usefull stuff
Thanx 2 Rami 4 twittering the link ;)
http://aigamedev.com/open/reviews/halo-ai/
Good Stuff, I'll be reading through it tonight.
BeantwoordenVerwijderen@Tom How did I end up here so quickly? You didn't think I have eyes and ears everywhere?!
BeantwoordenVerwijderenNo, seriously, I will be watching development on this pretty thing closely from my headquarters. Can't wait to see what you come up with, and if you ever need help during crunch time or whatever, don't be afraid to drop a line!