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| #62 Enviado: 22:15 24/02/2012 |
![]() ![]() ![]() ![]() ![]() ![]() ![]() Según la revista sale en Octubre de 2012. |
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| #64 Enviado: 23:00 24/02/2012 Editado: 14:31 25/02/2012 (1 vez) |

| -Developed by Danger Close (both single and multiplayer) -Frostbite 2.0 -Releasing October 2012 -The story continues to be about Tier 1 Operators. -The story is also written by Tier 1 Operators, and loosely follows actual events and operators. -Now working with over 24 operators for information and feedback, since they were quite happy with MoH1 and a lot more volunteered to help. -They're not talking much about multiplayer yet, but we did get a few details. -The multiplayer will include various international tier 1 factions (British, Australian, German, Polish) and some kind of one-shot, one kill hardcore mode. -There will also be a co-op mode, but the game won't have full campaign co-op. -"There are hooks in our multiplayer that are... different." -Besides just the missions, the game's plotline will focus on the personal issues operators face. One example given is about a strained phonecall between an operator and his wife. -The main characters of the previous game return. -One of the missions takes place in Isabela City in the Philippines after it has been flooded by a typhoon, creating a Venice like scenario with knee high water. -Again, as it's based on real events, they don't want the game to feel like a Michael Bay movie, so you won't see things like the Eiffel Tower exploding. -However, since it is Frostbite 2, you will see things like the level chipping apart, papers flying, chandeliers swinging, and other things that are more plausible in a combat situation. -You will sometimes have multiple choices when faced with a situation. One example given is during a hostage rescue, you reach the door to the room the hostages should be in. You can either kick it in, C4 it, throw a grenade in, or use a flashbang. This will presumably change how the next part plays out tactically. -The rest of this section involves trying to escape the city with two hostages in tow and one of your teammates bleeding out. It's implied there's some kind of time pressure here, but not explicitly stated if there's a clock. -OXM notes that the biggest difference between the game's campaign and other modern warfare shooters will again be tonal, so if you're wondering if you will like the game's campaign, ask yourself if you want a more polished/improved version of Medal of Honor 2010. -I imagine this is the mission we'll see at their March 6th conference. |
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| #65 Enviado: 16:35 26/02/2012 |
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| #67 Enviado: 18:23 27/02/2012 |
| gente selecta que lo ha licenciado en el pasado, socios y clientes potenciales |
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| #69 Enviado: 21:20 27/02/2012 |
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| #71 Enviado: 21:26 27/02/2012 |
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| #72 Enviado: 00:56 28/02/2012 Editado: 00:59 28/02/2012 (1 vez) |
Dead Space 3 equipado con el motor Frostbite 2.0![]() El esperado regreso de Isaac Clarke a las videoconsolas tras dos magistrales entregas que consiguieron llevar el Survival Horror en el sitio que le corresponde, podría utilizar el motor gráfico de Battlefield 3 conocido como Frostbite 2.0. De acuerdo con una fuente interna de EA Redwood, la franquicia Dead Space esta en busca de un artista de escenarios para el estudio principal en Montreal, lo que nos indica esta oferta que Electronic Arts ya esta tras una secuela del exitoso Dead Space 2 de 2011. Mientras tanto, Johan Andersson de DICE, ha comentado lo siguiente en twitter:
Esto podría indicar que los que ya trabajaron en Army of Two ahora se pueden encontrar colaborando con una continuación de Dead Space con el motor gráfico Frostibte 2.0. Los primeros rumores de Dead Space 3 llevaban las aventuras de Isaac Clarke hasta un planeta helado y su posible llegada a Nintendo Wii U, veremos como acaba todo esto, pero tiene pinta de que en el GDC descubriremos los primeros detalles. |
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| #73 Enviado: 05:27 28/02/2012 |
| Joer pareciera que todos los jefazos de sony se piran de ella, manda webos. Espero que no influya nada en esa nueva IP que tanto espero. |
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| #74 Enviado: 06:27 28/02/2012 Editado: 06:28 28/02/2012 (1 vez) |
| Speaker/s: Matt Swoboda (Sony Computer Entertainment Europe) Day / Time / Location: Thursday 4:00- 5:00 Room 2009, West Hall, 2nd Fl Track / Duration / Format / Audience Level: Programming / 60-Minute / Lecture / All GDC Vault Recording: Video Recorded Description: This session reveals the implementation details of some of the techniques developed by the PC demogroup Fairlight to render advanced visual effects that are usually only seen in offline rendering, but are possible in realtime and suitable for DirectX11 powered games. We reveal how huge dynamic procedural scenes, large and detailed fluid dynamics simulation and rendering and realtime raytraced illumination can be created on the GPU using DirectX11. The session focuses on ways to implement important building-block techniques such as efficient procedural mesh generation utilising DirectX11's feature set. Takeaway: The session will provide attendees with an overview of the key features of DirectX11 for creating visual effects and some in-depth implementation details of some advanced effects in practice. Intended Audience: This session is aimed at experienced graphics coders interested in or already using DirectX11, or anyone looking for some inspiration for their next generation visual effects. |
lo pongo porque me parece interesante y pues va con el sub-foro.![]() | Lugar: Neo-Tokyo · 8572 mensajes · Colección
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| #75 Enviado: 09:15 28/02/2012 |
Este tema está inactivo y no se puede replicar más.
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