http://pc.gamespy.com/pc/enemy-territory-quake-wars/731029p2.html
I cant take this 2007 seams soooooooooooo far away
http://pc.gamespy.com/pc/enemy-territory-quake-wars/731029p2.html
I cant take this 2007 seams soooooooooooo far away
After nine months of attempts at different technology directions at Splash Damage, we went back to id Software with our hats in our hands. Ironically, it took John Carmack about nine seconds to give us the answer ā why not render the entire terrain with an unbroken unique texture right to the horizon? In addition, we should do away with fogging/far-plane culling so we can actually see this massive texture, right to the horizon. Easy, huh?
ahaha itās funny i also liked the part weāre close to the beta ā¦ i know i knowā¦ THE INTERNAL beta
nice read. thanks!
J
Just think of all the improvements that they are making. That will pass the time.
Edit : Damn, nothing on the weapons.
Iām guessing with the āarea of relevanceā that when sniping what is close to the field of your scope will be updated often and things close to YOU physically but far outside your field of view will slow down. Should be interesting to see some dayā¦far into the future. :bored:
Was an enjoyable read, kinda makes me a bit sick tho having to wait but the game is looking more and more immense so cant complain!
Thanks for an informative read Locki. The gameās background history is a nice thing to know about.
Itās good to have a studio like Splashdamage in the UK.
I have to say one of the most technically-exciting things about ETQW is that it has
been built as multipliplayer from the start --> area-of-relevenace networking and
megatexturing technologies are making me drool.
GO-SPLASHDAMAGE-GO !!
Thanks for an informative read Locki. The gameās background history is a nice thing to know about.
Itās good to have a studio like Splashdamage in the UK.
Itās good to have one in Europe