OpenGL, for graphics rendering and display.HPL supports the following cross-platform libraries: Because of this, it can be considered that Frictional Games making their own engine is quite a remarkable feat, especially when taking into account that this is an independent company, with no support or resources from powerhouses like Electronic Arts or Ubisoft, for example. ![]() Heretic, Hexen: Beyond Heretic, Strife, Quest for the Sigil), whether by themselves or by licensing it to other developer companies, thus giving birth to the modern concept of game engines.īuilding a game engine from scratch can take considerable amounts of time and resources, to the point that several companies have chosen to license one for their own games from another company. During the 1990's decade and later, a trend began with companies like iD Software and their games Doom and Doom II: Hell on Earth (built using their in-house idTech engine, also known as the Doom Engine) to create a game and reuse its underlying framework in other games with tweaks and -sometimes- major enhancements (eg. In older game generations (circa the 1980's), games were usually written as a whole contained program, and reutilization of parts of the code from one game into another was rarely seen (one case being the NES game Kid Icarus using Metroid 's engine, although this is more of an exception). Interaction with box using Physics Code in Penumbra Overture Processing of player's input from mouse and keyboard so these reflect in actions inside the game.Īnd other necessary tasks during the game's execution.Memory allocation and management for the duration of the execution of the game.Sound management, generation, panning, post-processing, mixing and other tasks.Scripting on scenario objects and events.Graphics: light and shadow management, visual effects such as SSAO and radial blur, camera perspective, texture rendering and interaction with graphic APIs such as OpenGL in order to accelerate calculations using available hardware.In general terms, a game engine is the software portion of a game that enables and manages several aspects of a video game, in order to run on a computer or a dedicated game console, such as: 4.1 Custom Stories in Amnesia: The Dark Descent.Other minor tweaks (autowalk, lantern falling off the desk.Add sanity areas to places where they were needed the most.Smoke and other particle systems are now affected by light level.Tweaked and upscaled most of the particle materials, and edited the.Every light sources now cast shadows including player's lantern.Lighting to every TDD map redone or tweaked.Broken debris now doesn't dissapear and is interactable.3D parallax effect (thanks to Deu Sex & sgi).more objects now use refraction including windows.Redone every single normal, specular and some height maps.Added a wide variety of floors and ceilings.Every single texture upscaled up to 4 times.I've completely remastered Amnesia: The Dark Descent after years of work. Spamming the subreddit with identical or extremely similar pieces of content excessively may result in a ban. Low quality submissions may still be removed.īegging for subs/likes/upvotes, etc. Judgement regarding bans are final.ĭirect links to videos that are well produced and wouldn't be considered primarily gameplay are acceptable. ![]() This is enforced at the moderation team's discretion and decisions made on regarding what constitutes self promotion may vary. Posting any of these WILL result in a PERMANENT ban.įor clarification, this is specifically referring to, but not limited to, attempting to self promote your own content or Youtube/Twitch account. Self promotion, including links to Let's Plays, Speedruns, Walkthroughs, etc., is forbidden. Links to videos, patches, news, and anything generally related to the video game Amnesia is accepted. A subreddit for the Amnesia games and its terrified fans.
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