Well here's a picture: http://tech2.in.com/media/images/img_23 ... one2.2.jpg
It's quite big, so I only linked to it instead of embedding it.
Quite frankly, the main thing that impressed me in Killzone 2 was the smoke, fire, and cloud rendering. I'm almost absolutely sure they aren't using a particle renderer because everything is so perfectly lit per-pixel with no oddities. GTA IV appears to use the same technology for smoke and fire rendering when you blow up a car with the rocket launcher.
Are they using some kind of new volume based rendering technology? If so, are there any papers on it?
Killzone 2 Rendering Techniques Disscussion
Killzone 2 Rendering Techniques Disscussion
TheQuestion = 2B || !2B
Maybe they are using soft particles?
http://www.gamedev.net/community/forums ... _id=408822
Aside from that you could stick a bump map on each particle to get nicer lighting, I did that for the rain refraction effect (But only for refraction, not lighting.).
http://www.gamedev.net/community/forums ... _id=408822
Aside from that you could stick a bump map on each particle to get nicer lighting, I did that for the rain refraction effect (But only for refraction, not lighting.).
ShadowMapping for Irrlicht!: Get it here
Need help? Come on the IRC!: #irrlicht on irc://irc.freenode.net
Need help? Come on the IRC!: #irrlicht on irc://irc.freenode.net
That's my first time seeing that technique. And they very well could be using that. (Man, I would really like to look at some of Guerilla Games code for KZ2. )
By the way, my mistake, I posted a screenshot from there 2005 hype trailer. Here's an in-game screenshot: Killzone 2 Smoke.
By the way, my mistake, I posted a screenshot from there 2005 hype trailer. Here's an in-game screenshot: Killzone 2 Smoke.
TheQuestion = 2B || !2B
Here's a 40 minute video of the Guerilla Game developers talking about the game: http://www.gamekings.tv/index/videos/mi ... on-subbed/
They actually do give some great insight as to what there doing. The deferred renderer is nothing new, same with the material system. But one thing that did interest me was the little discussion about the animation system they're utilizing. I've never heard of blending real-time ragdoll physics on top of already blended animations. It doesn't really seem like ragdoll physics would really help, but I'm going to check it out. By the way, they did a great job with the IK solver unlike Halo 3 where it always looks like the character is about to sprint from the standing position.
They actually do give some great insight as to what there doing. The deferred renderer is nothing new, same with the material system. But one thing that did interest me was the little discussion about the animation system they're utilizing. I've never heard of blending real-time ragdoll physics on top of already blended animations. It doesn't really seem like ragdoll physics would really help, but I'm going to check it out. By the way, they did a great job with the IK solver unlike Halo 3 where it always looks like the character is about to sprint from the standing position.
TheQuestion = 2B || !2B