KP:
Will it support Hardware T & L?
DJ: On our character system, yes, on our levels, no. In my opinion
this is simply because Hardware T&L sucks in comparison with
real bumpmapped phong. Instead of creating specific hardware
that takes away the control from the developers, hardware manufacturers
should combine their forces and create a standard for on-3D-chip
programmable CPU's to enable programmers to create their own
lighting and textures asynchronous with the main CPU. All this
is of course only my humble opinion. :-)
KP:
Do you plan on releasing a demo to the public?
DJ:
Yes, but details will have to wait until we have signed up with
a publisher since they might have something to say on the subject.
KP:
What is the scheduled release date for the game?
DJ:
Late 2000. Nothing more specific at the moment for the simple
reason mentioned above; our publisher should have something
to say about it first.
KP:
What is the biggest size of textures that it will use?
DJ:
We currently use a maximum of 256x256 textures since most older
cards only support this size. All art is done in 512x512 and
higher so we will include support for these greater resolution
textures soon though. I might add on the subject that we will
add fractal detail on textures in the future to enable players
to go really close to surfaces and still get a crisp pixel-to-pixel
resolution on everything.
This
question is btw kind of invalid for Blitz - Disc Arena since
our BDA - Engine creates unique textures on the fly for each
and every polygon seen in the levels. If polygons use greater
than 256x256 textures we automatically slice them to the correct
size on the spot (subdividing). This feature will enable virtually
any resolution we want, depending only on the video memory available
and the original artwork resolution.
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