@ Devs: Techincal Question about Forgelight
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The maps in PS2 are 8k x 8k. Is this a hard coded limit of the Forgelight Engine or is this a design choice made by the PS2 dev team to fit within specific client/server resource parameters?
Is this something that can be expanded for less intentive games that don't need to track as many objects? If so, what do you think the theoretical maximum bounding box would be? If not, how well does the PhysX components handle scaling? Could you for instance make the world 2x as large by building everything at 1/2 scale (admittedly sacraficing detail), and still have the physics behave properly (this was the downfall two very promising Mods for the Source engine - HL Rally and Empires).
What tools are you guys using for your 3-D modeling and rendering?
Additionally, on the corperate policy side (I completely understand if this gets a "no comment" or "we're not involved with that" type of answer):
Is SOE looking to apply Forgelight to any other IPs in its library other than EQ3? Is SOE looking to aquire additional IPs that fit well with the Forgelight engine?
Do you think SOE is moving towards licensing the engine to third parties?
(Again, if you can't answer those, it's completely understandable)
The reason I ask these questions is because when I look at the videos from PS2, I can't help but be struck by what this means, not just for Planetside, but for Massive Gaming as a whole. I'm sure you guys know far better than any of us what a real powderkeg y'all are sitting on, and I'm intrested to hear y'alls take on what Forgelight brings to the industry as a whole.
Thanks for all of the great work you are doing!
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