[sldev] AWG: Geometric Content Creation
Andre Roche
roamingryozu at gmail.com
Mon Oct 29 01:16:01 PDT 2007
Have to agree with Tateru. Being pretty doesn't ward off death. A
more ideal solution would be to offer scalability in terms of hardware
support. Let the high end hardware look pretty and the low end at
least make due. One thing you have to keep in mind when it comes to
other online worlds, strictly speaking, games, is that most of their
world data is static by nature, composed by game developers to fit a
world of their making. In your example, it was even mentioned "a
terraformed Mars." Frankly, a lot of these graphic solutions with all
the fancy bells and whistles probably aren't cut out for the level of
dynamic content that SL handles.
Support for 3D assets aside from the parametric geometry we have now
would be nice in the long run, and the protocol should account for
that kind of adaptation in the future, but it's a bit early to talk of
actually implementing any of that.
On 10/29/07, Tateru Nino <tateru.nino at gmail.com> wrote:
> Tillie Ariantho wrote:
> > Have a look here:
> >
> > "As of March 7, Avatar Reality, Inc., a new development studio, has licensed
> > the CryENGINE2 out to use on a Massively Multiplayer Virtual World (MMVW) that
> > takes place on a terraformed Mars.":
> >
> > http://www.crytek.com/news/news/browse/2/article/9/avatar-reali/download//54aa61dee8.html
> >
> > See? Other people are going for something like the CryEngine for their virtual
> > world. And this is already NOW. If they come out with something based on that
> > engine, SL's graphics will SUCK, compared to it. And they do not provide sims
> > based on some simple island terraforming, they use a terraformed MARS landscape...
> >
> ARI are targeting computing hardware that doesn't yet exist, aiming to
> hit only the heaviest and hardiest machines of 2009. I daresay it will
> look fantastic, for those that can afford to run it at all.
>
> --
> Tateru Nino
> http://dwellonit.blogspot.com/
>
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