xilefian
xilefian
xilefian

In retrospect “Skill” is completely the wrong word for me to use in what I wrote.

I agree.

Is this basically a 2016 Halo Custom Edition? Cool.

Last time I checked, NVidia actively sought-out game developers to port their games to the Shield, so likely NVidia asked Capcom for this.

I’m afraid all my citations are internal on this one.

I only know Ai Dee from this list D:

Doom 95 was apparently produced by Gabe Newell - it was what inspired him to make Valve software.

The HD remaster is a complete engine refactor; they pretty much discarded the entirety of the original engine and rebuilt it to be portable between platforms. It was quite a famous technical feat in the industry at the time and there were a few internal technical papers written about it and it was discussed quite

It is definitely Square Enix’s best port so far; but it’s certainly not a good port!

If it was done properly to begin with then they wouldn’t need to rewrite a good portion of the engine. It’s already been refactored once, should have been fixed then at the least.

You have to consciously trigger them. The melee attack is practically useless in the game - so you’d never really hit that button unless you’re desperately close to a monster, in which case you’re likely low on health and ammo and these glory kills (which are actually rather quick, it’s not 2 seconds at all) can

Technical nitpick; Dark Forces, Doom, Duke Nukem 3D, Marathon, etc were not ray-casting engines

I find this pretty awesome. Would have loved it more if it were a DigiMon!

For studios who target the PC as a primary development platform this shouldn’t be a problem in the slightest as scaling is already expected there. The architecture and APIs on 4.5 will likely be the same as the 4, so it would be a matter of scaling content rather than maintaining an additional version.

It’s all optional. If they want to add some extra effects or use higher resolution buffers on the 4.5 then they can, otherwise they can pretend it doesn’t exist and stick to targeting the 4.

Except they mentioned cubes for some reason.

He said “Rendered as cubes” - hit boxes are a different concept. There’s also different types of cube hit boxes, so even if they did mean hit boxes and not cube rendering there’s still a massive question over what their original thinking was.

Why mention the cube at all? You’re describing the standard sprite billboarding technique - which involves no cubes at all, just a 2D plane aligned to the camera’s view axis

When you look at the corner of a cube you’d see two faces - or 3 from above - so you’d end up looking at up to 3 copies of the same character. You’d be better off going for the classic 8-direction billboards.

As far as I know, I’m the only person who’s looking into doing this seriously. The inspiration was how the eyes for Link in Wind Waker were achieved, rendering above the hair as to keep them always visible.