MikeB on 07 February 2009
bobobologna
I think it's pretty pointless to argue about organic vs inorganic art assets when you completely fail to mention things like particle effects, lighting, animation, and physics, all of which play a part in a game's graphics and graphics engine. Not to mention that Killzone 2 has per pixel motion blur and could result in some people believing the game has blurry textures based on certain screenshots.
It's depressing that the eyes of a "programmer" focus solely on organic vs inorganic art assets instead of the technology powering the game engines and what each game engine is doing. Are you really a programmer? A real one that has worked on real games?
It's depressing that the eyes of a "programmer" focus solely on organic vs inorganic art assets instead of the technology powering the game engines and what each game engine is doing. Are you really a programmer? A real one that has worked on real games?
That´s exactly what I thought, me and my "programmer" buddies can only laugh at all the bias in this thread. LOL at all those 360 fans, saying they learned so much.....
Speedtree is simple to use middleware available for both the PS3 and 360, in essence the PS3 is even potentially far more powerful than the 360 regarding procedural synthesis like this due to its CPU.
GG games having to license SpeedTree, which would be entirely out of place for this game to make it as "impressive" as Gears 2..... LOL







