Originally Posted by The Degenatron
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).
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They are using the same engine for EQNext, so its save to assume that 8x8 is just a gameplay number, and they could go way way way way wayyyyyyyy bigger. But a gigantic continent of 100x100km wouldnt make much sense, even if you could fill it with 10k people. At some point, you need to stop expanding. Technology is way better than back in 2003, but it still wont be able to give you a proper FPS expirience with 9999 other guys around you, in case all 10k decide to cluster at one area.
Originally Posted by The Degenatron
What tools are you guys using for your 3-D modeling and rendering?
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They use Maya, z-Brush, Photoshop and x-normal. Thats at least the common package it seems (taken directly from the SOE career page). Maybe some dudes do some fancy stuff, who knows.
Originally Posted by The Degenatron
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.
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What forgelight does isnt new, it has been done before. But just in small instances, seperated. Nobody ever attempted to collect all the tech and build it into one engine. SOE went even one step further and build a engine just for that purpose.
Client side, the whole thing isnt magic. With some optimization, you could fill any engine with a similar level of detail and 2000 players. The magic really happens server side. Im pretty sure they figured that a single core cant handle all the load from one continent, so they decided to split it. Pretty much the same these guys do:
http://www.muchdifferent.com/1000PlayerFPS/faq.php
Back in 2003, this simply wasnt possible. There simply wasnt Multi coring going on much. These days, we got octacores, and 80 core chips and more are being under research.
Its that, or they just grinded fariys to dust and put that dust into a USB slot, causing forgelight to happen.