Luben wrote:There is not much that can't be done with time and dedication.
What i reacted to was the way you made it sound easy to make something better.
Ah, I didn't mean to give the impression that it actually would be easy to do so, my apologies
I've been working on an implementation of dithering, and I think it turned out well. I'm using the Stucki method, and this image only uses 3 bit rgb (e.g. red, blue, and green channels can only be off or on).
Acording to the info on their site, most of it is procedurally created along the way as the player goes.
greetings
I didn't know what they were getting at at first, it all looked kind of static, but once they got to the dust ring I started to get it
Awesome transition from space to in-atmosphere and vice versa, awesome dust ring effects
The planet does have an extremely thin atmosphere though (and a specular highlight when seen from space, what's up with that?)
Acording to the info on their site, most of it is procedurally created along the way as the player goes.
greetings
eeeeeeeeeeeeeeeeeek! finally people on this site mention infinity? i have been following that dev team for so long... ahh... i hope they finish making the game soon...
ent1ty wrote:
success is a matter of concentration and desire
Butler Lampson wrote: all problems in Computer Science can be solved by another level of indirection
On the topic of what the wii can do, I was rather amazed by Dead Space: Extraction. It looks just as good as DS on PS3, I couldn't spot much difference (obviously there must be lower-res textures etc, but couldn't really spot anything).
hendu wrote:On the topic of what the wii can do, I was rather amazed by Dead Space: Extraction. It looks just as good as DS on PS3, I couldn't spot much difference (obviously there must be lower-res textures etc, but couldn't really spot anything).
Maybe they just didn't made much of a change when porting it from wii to ps3.