Re: The PR team is going to use the C4 Engine
Posted: 2010-03-11 19:56
God dame beans destroying my dreams. But some thing is different about them this time though?[R-DEV]Masaq wrote:No, it was just beans for tea again.
God dame beans destroying my dreams. But some thing is different about them this time though?[R-DEV]Masaq wrote:No, it was just beans for tea again.
What do you mean "Revolutionary technologies"[R-DEV]Twisted Helix wrote:Well you would be wrong.
You think the engine is the artwork, and that is where you are showing a lack of understanding of game development.
For the record, when it comes to graphics rendering, the C4 engine is a million miles ahead of ANY of its indie competitors, and even competes with some new and very expensive engines. C4 engine is cutting edge. 'Bleeding edge' even, as it has some revolutionary technologies that no other game engine in the world has.
Its also a WIP, and in constant development and updates. If you wish to see the kind of rendering that C4 is capable of ... take a look at the Subway Simulator Game and even that is years old.
C4 engine's graphic rendering capability makes BF2 look like a cornflakes packet.
based on what?Koroush47 wrote: It looks alot nicer than the C4 engine, IMO.
Videos, but I did also saygazzthompson wrote:based on what?
I will say so far that the physics was nice.[R-DEV]Drav wrote:There havent been any really good tech demos of what C4 can do graphics wise yet......I think when the physics and the foliage implementation is complete there will be some very impressive stuff put out. The potential is definitely there...

dude that's a StarCraft 2 concept art (I think)TomDackery wrote:I thought this screenshot from a C4 Engine based game was pretty good:
He was implying you could blow holes through tunnel walls, or something. I know how it works.AquaticPenguin wrote:The terrain is stored as voxels iirc, but then is 'skinned' to make the surfaces, thus you get the efficiency of triangle meshes and the versatility of voxels. The fact that you can edit it real-time in an editor suggests to me that that's probably also the way it's done in the actual game-engine - although anyone feel free to correct me on this.
For networking there's always third-party libraries. Equally C4 has some inbuilt features:PuffNStuff wrote:So, PR2 is using C4. What about the underlying infastructre invovled in multiplayer and servers?
Voxel terrain for example and voxel terrain LODKoroush47 wrote:What do you mean "Revolutionary technologies"
Explain ?