wildworldgirl-old
wild_world_girl
wildworldgirl-old

@fozfan33: Obvious troll obviously has 8 replies already!

@rathorial: Probably - I don't know much about CryEngine but it doesn't surprise me to hear that. Whether or not it functions in the ways lightmass does - that I am not sure. One of the great things about lightmass is the ability to do some more complex things like backlit translucency actually casting light,

@kramsy: Took me back with that.

@sicwhite: All you snarks, come on, would you even know to be snarky if you hadn't heard of the guy???

@PSS: I met Coolio at E3 about 5 years ago.

@smirnoffski: Exactly. The GC version was so much better.

@Falsoman: More to the point - why is it a problem? If you don't want to pay him, don't pay him. You only have to pay him if you want to upgrade your house to the next level.

Ice-T is one of those rare, awesome celebs that talks about video games because he is a gamer, not because he wants to be "cool" for certain web pages/magazines.

@Peter Shultz: EXACTLY what I was thinking. I guess we both showed our ages there :)

@reddogg: I think CryEngine's greatest strength is dynamic destructibility, realtime weather and atmospheric effects, and foliage foliage foliage. It is an amazing bit of tech that makes some things that are very difficult to do in Unreal, very easy, and efficient to boot.

@Koztah: Oh - I thought Climax was a US developer. Also - I ENJOYED Shattered Memories - it just didn't quite feel like Silent Hill. I feel the same way about Origins.

The American-made Silent Hill games are Silent Hill only in name, it is like the X-Files post Mulder & Scully.

@DRaGZ: For color you wrote "color-based puzzles." For sound you wrote "sound-based puzzles."

@rathorial: Good luck with your education - BTW - downloading the UDK and experimenting with the Material Editor is HIGHLY recommended. Not a lot of aratists know how to author materials, but the ones who do get all sorts of promotions :)

@barstow: Very true - I was trying to keep it simple for the lay people, but shader complexity is the big hurdle for GPUs right now rather than poly count. Texture size is the big hurdle for RAM.