Path: chuka.playstation.co.uk!news From: Andrew Murray Newsgroups: scee.yaroze.freetalk.english Subject: Re: Infinite polygons Date: Wed, 10 Nov 1999 18:36:27 +0000 Organization: Max Studios Lines: 94 Message-ID: <3829BB2B.42CCA820@which.net> References: <80a52b$6s2@chuka.playstation.co.uk> <80bdl7$2d41@chuka.playstation.co.uk> <38297c0e.429176212@news.playstation.co.uk> <382982AE.FBDDD953@easynet.co.uk> NNTP-Posting-Host: p278-chaffinch-gui.tch.which.net Mime-Version: 1.0 Content-Type: multipart/mixed; boundary="------------BC7E8D3F28D0AF91AE57BB01" X-Mailer: Mozilla 4.61 [en] (Win95; I) X-Accept-Language: en This is a multi-part message in MIME format. --------------BC7E8D3F28D0AF91AE57BB01 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit "Pha! Infinite polygon engine - so what" is what I said, what is the point anyway, in graphical terms I will only be truly impressed when they can render atoms within molecules and have a display to justify such detail, not in our lifetime! Anyway all this talk about these compressable AI NPCs inside this "infinite polygon world" does that mean more of Outcasts running around purely to pass on messages? further more adding to the fustration of the fact that the game looks mega drab. The idea around a game is to make something imaginative... sure anyone can make a game about one man's part in the cold war but it lacks any real imaginations as it was based on the past. True games take an imaginative area and make it playable, Republic looks more like an army combat trainer - just plain virtual reality. Who the hell is gonna sit for two weeks putting in the detail into a building which would otherwise take an afternoon to make, Dev times will stretch to four years purely because of the amount of time to model a building or a grain of frickin' pollen! Nice flowers though. (please note sarcastic tone as it is not expressable in text). Max Philip Gooch wrote: > There's only a finite number of pixels on the screen, so it's about which pixels > you choose to draw. Beyond a certain distance they might be just plotting pixels > on the screen and shearing and rotating sprite-based primitives to give the > illusion of unlimited polygons. > > Steven Osman wrote: > > > Incidentally, what computer CAN handle infinite polygons? > > > > Steven > > > > On Wed, 10 Nov 1999 09:24:23 -0000, "Matt Verran" > > wrote: > > > > > Hmmm a bit harsh maybe? I like to see stuff in development rather than > > >finished shots maybe a month before its released, thats why I buy edge. I do > > >think that this "infinite polygon engine" stuff is a bit silly, why not just > > >be honest and say they are using a scaling technology, but I suppose if > > >you're writing/promoting/funding a game you want to hype it. > > > > > >cheers > > >Matt > > > > > > > > >Nigel Critten wrote in message > > >news:80a52b$6s2@chuka.playstation.co.uk... > > >> For an Infinite polygon engine doesn't Republic look drab? > > >> > > >> And from the sounds of it a cross between Sim City and Populous, the > > >thought > > >> of playing Bill Clinton is not a nice one :) > > >> > > >> OK so I'm basing it all on what is really just an engine but if that is > > >what > > >> they choose to reveal to the public then that is what they get judged on, > > >> and very sadly the way the industry is going... "LOOK AT OUR GREAT > > >ENGINE... > > >> and please overt your eyes as we shown you the game that runs on it" > > >> > > >> If that confuses see this months Edge. > > >> > > >> Nigel > > >> > > >> > > >> > > > --------------BC7E8D3F28D0AF91AE57BB01 Content-Type: text/x-vcard; charset=us-ascii; name="mad.max.vcf" Content-Transfer-Encoding: 7bit Content-Description: Card for Andrew Murray Content-Disposition: attachment; filename="mad.max.vcf" begin:vcard n:Murray;Andrew x-mozilla-html:FALSE org:Max Studios adr:;;;;;; version:2.1 email;internet:mad.max@which.net title:Mr fn:Andrew Murray end:vcard --------------BC7E8D3F28D0AF91AE57BB01--