Carlton Banks
Banned
- Registriert
- Jan. 2013
- Beiträge
- 1.155
GPU-accelerated physics
"The entire environment - everything - is built up from these voxels," explains Kruger. "All of the cubes that you see flying around - there's no gimmick, no point sprites, it's not a particle effect, they're actual physical cubes. In gameplay, dynamic cubes with collisions, floating around, you can get up to 200,000. Our engine supports up to 500,000 but in actual gameplay scenarios, it rarely goes over 200K."
"Resogun's aesthetic is almost entirely defined by its remarkable physics, and it's a match made in heaven with the compute-heavy skew of the PlayStation 4 hardware. Harry Kruger reels off a list of the various non-render based effects that utilise the PS4 graphics hardware."
Darum geht es.
"The entire environment - everything - is built up from these voxels," explains Kruger. "All of the cubes that you see flying around - there's no gimmick, no point sprites, it's not a particle effect, they're actual physical cubes. In gameplay, dynamic cubes with collisions, floating around, you can get up to 200,000. Our engine supports up to 500,000 but in actual gameplay scenarios, it rarely goes over 200K."
"Resogun's aesthetic is almost entirely defined by its remarkable physics, and it's a match made in heaven with the compute-heavy skew of the PlayStation 4 hardware. Harry Kruger reels off a list of the various non-render based effects that utilise the PS4 graphics hardware."
Darum geht es.