Technical Director Arnout van Meer Talks Brink Tech


(badman) #1

A new story entry has been added:
[drupal=489]Technical Director Arnout van Meer Talks Brink Tech[/drupal]

In an interview on PC Games Hardware, Splash Damage’s Technical Director Arnout van Meer tells all about the technology driving Brink. Topics of discussion include special rendering techniques used in Brink, the advantages of licensed technology, special features for the PC version, multi-core support, physics, DirectX 11, and more. Definitely worth a read if you’re into the technical side of things.


(tokamak) #2

In what way will Editworld be improved?


(Smooth) #3

It has much higher concentration of J-RADS, resulting in increased pizzazz and aplomb.


(Metal-Geo) #4

Arnout van Meer? Sounds Dutch… Huh-hah!

Great read! I’m actually surprised BRINK is staying with OpenGL. (Not in a bad way!) :slight_smile:


(digibob) #5

[QUOTE=Metal-Geo;194330]Arnout van Meer? Sounds Dutch… Huh-hah!

[/QUOTE]

You might be on to something there!


(Shiv) #6

Wow, that was a cool article :smiley: (bout the only thing that would load on this connection :X)
Do many other companies have the same kind of thing for porting things to the consoles and pc?.. i dont recall reading about something like this, they put their best coders on the ps3 version of cod4 to get it as close to the 360 as possible…
most of it went over my head, but yay :smiley:


(Exedore) #7

Most independent developers still turn to other, specialized studios for the ports, but we’re determined that this time around all our SKUs will be equally as lovable!

It’s not an easy undertaking (especially on the PS3), but that’s why we’ve brought people like Deano aboard who have worked on some of the top games on that console, on top of the buckets of PC experience at the studio and some other XBox specialist hires.

  1. Plan world domination
  2. Profit
    :stroggbanana:

(Salteh) #8
  1. spread :stroggtapir: everywhere

(RR2DO2) #9

My answers were distinctly lacking in :stroggtapir: power.


(Pytox) #10
  1. :stroggbanana: & :stroggtapir: start an alliance and have galaxy domination. :smiley:

Interesting interview


(jRAD) #11

There’s been a lot of work on bug fixes, some big new features like being able to edit references in place, and a massive overhaul of the user interface that integrates it into our brand new tools platform.

I’d like to get some more in-depth info out there for everyone to check out though I’m not sure exactly when it will be. :slight_smile:


(deadlights) #12

Cool read, thanks.


(Marmil) #13

[QUOTE=jRAD;194509]There’s been a lot of work on bug fixes, some big new features like being able to edit references in place, and a massive overhaul of the user interface that integrates it into our brand new tools platform.

I’d like to get some more in-depth info out there for everyone to check out though I’m not sure exactly when it will be. :)[/QUOTE]

Excellent to hear. Yes, we would like to hear more when you get the opportunity. Thanks jRAD.


(acidrain) #14

That’s the thing I’m most excited for right now. Really looking forward to the day we get to see screenshots or demos of the new toolset.

Since I’ve read that custom mapping will be more involved than even ETQW, us custom mappers should consider getting a team together once we know more about the game. It would be cool if we could have a map planned, roughed out, and some assets ready by the time the game is released. Would be awesome to have a beta map released within the first month or two of the official game release.


(tokamak) #15

That’s something I’ve been thinking about, but then it hit me you’ll first need to have a rough idea of how the SMART movement works before you really can rough out a map.


(acidrain) #16

Yeah. I imagine we’ll at least need some video before we can judge what type of geometry is required for it to work.

jRAD: Will it be possible to import .world files created in ETQW?


(Pytox) #17

[QUOTE=acidrain;194852]Yeah. I imagine we’ll at least need some video before we can judge what type of geometry is required for it to work.

jRAD: Will it be possible to import .world files created in ETQW?[/QUOTE]

I’ve asked once already and there will be backwards-compability so yea normally you should be able to open
.world files :smiley:


(.Chris.) #18

They should ban you from seeing the Brink tools until you finally release/finish Brimstone!


(Fluffy_gIMp) #19

agreed, finish Brimstone already! :slight_smile:


(Salteh) #20

Do iiiiiiiiiiiiiiiiiiiiiiiit! :slight_smile: