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Thema: New Material @ Crytek.com

  1. #1
    VIP Avatar von foofi
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    Standard New Material @ Crytek.com

    Neues Material auf www.crytek.com ist vor kurzem online gestellt worden.

    Die Screenshots zu Crysis sollten wir alle schon aus unserer Galerie kennen. Jedoch gibt es Neuigkeiten und Informationen zu Cryengine 2

    Es gibt diesbezüglich einige Screenshots

    Danke an den Kollegen Stefan123 aus Crysis-Labs für die schnelle Info

  2. #2
    Erfahrener User Avatar von Martin80
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    geil !

    wieder tolle vergleichsbilder und charakterköpfe!

    juchu!

  3. #3
    Semi Pro Avatar von Born_Brainless
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    Sieht nett aus!
    Die Vergleichsbilder sind echt der Wahnsinn

  4. #4
    VIP Avatar von foofi
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    CryENGINE™ 2

    Real time editing, bump mapping, static lights, network system, integrated physics system, shaders, shadows and a dynamic music system are just some of the state of-the-art features the CryENGINE™ 2 offers.

    The CryENGINE™ 2 comes complete with all of its internal tools and also includes the CryENGINE 2 Sandbox world editing system. Licensees receive full source code and documentation for the engine and tools. Support is provided directly from the R & D Team that continuously develops the engine and can arrange teaching workshops for your team to increase the learning process.

    The engine supports all video and hardware currently on the market. New hardware support is constantly added as it becomes available.

    * CryENGINE Sandbox: Is a real-time game editor offering "What you see is what you PLAY" feedback.
    * Renderer: integrates indoor and outdoor technology seamlessly. Offers rendering support for DirectX 8/9/10, Xbox360, PS3
    * Physics System: supports vehicles, rigid bodies, liquid, rag doll, cloth and soft body effects. The system is integrated with the game and tools.
    * Animation System: Playback and blending between motion data (captured or key framed) combined with inverse kinematics (using biomechanical hints) and physical simulations. Special attention was applied to realistic human animation (e.g. adapting to uneven terrain, eye tracking, facial animation, leaning when running around corners, natural motion transitions).
    * AI System: Enables team based AI and AI behaviors defined by scripts. Ability to create custom enemies and behaviors without touching the C++ code.
    * Data-driven Sound System: Complex sounds can be easily created and offer innovative use and impression in studio quality in any available surround configuration. Multi-platform compatibility is guaranteed by FMOD’s sound library.
    * Interactive Dynamic Music System: Improved playback of music tracks by an arbitrarily logic that can react on any game events and support the player to experience a movie-like sound track.
    * Environmental Audio: Achieve a dense sound impression by accurately reproduce sounds from nature with seamless blending between environments and their effects from interior/exterior locations.
    * Network Client and Server System: Manages all network connections for the multiplayer mode. It is a low-latency network system based on client/server architecture. The module was completely rewritten to accomplish the demands of next-generation multiplayer games.
    * Shaders: A script system used to combine textures in different ways to produce visual effects. Supports real time per-pixel lighting, bumpy reflections, refractions, volumetric glow effects, animated textures, transparent computer displays, windows, bullet holes, and shinny surfaces.
    * Terrain: Uses an advanced heightmap system and polygon reduction to create massive, realistic environments. The view distance can be up to 2km when converted from game units.
    * Voxel Object: Allows creating geometry a heightmap system wouldn’t support to create cliffs, caves, canyons and alien shapes. Voxel editing is as easy as heightmap editing and fast in rendering.
    * Lighting and Shadows: A combination of precalculated properties with high quality real time shadows to produce a dynamic environment. Includes high-resolution, correct perspective, and volumetric smooth-shadow implementations for dramatic and realistic indoor shadowing. Supports advanced particles technology and any kind of volumetric lighting effects on particles.
    * Fog: Includes volumetric, layer and view distance fogging even with non homogeneous media to enhance atmosphere and tension.
    * Tools Integration: Objects and buildings created using 3ds max™ or Maya® are integrated within the game and editor.
    * Resource Compiler: Assets become compiled in the platform dependent format by the resource compiler. This allows to do global changes (e.g. mipmap computation, mesh stripification) depending on presets and platforms without scarifying loading time.
    * Polybump™ 2: Standalone or fully integrated with other tools including 3ds max™. Creates a high quality surface description that allows very quick extraction of surface features normal maps in tangent-space or object-space, displacement maps, unoccluded area direction, accessibility and other properties.
    * Scripting system: Based on the popular LUA language. This easy to use system allows the setup and tweaking of weapons/game parameters, playing of sounds and loading of graphics without touching the C++ code.
    * Flow graph: The flow graph system allows the designers to code game logic without touching a line of code. Coding basically becomes connecting boxes and defining properties.
    * Modularity: Entirely written in modular C++, with comments, documentation and subdivisions into multiple DLLs.
    * Multi-threading: Support for multiprocessors improves multiplayer by reducing network latency and speeds up CPU computations in various areas.
    * 64Bit: We support 32bit and 64bit OS to allow more memory being utilized.

  5. #5
    VIP Avatar von foofi
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    3 von 21 Screenshots...

  6. #6
    Professional Avatar von ---___db___---
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    Mann Mann Mann, einfach genial, kann ich nur empfehlen! Da sieht man endlich wie alles aufgebnaut ist und wie detailiert man arbeiten werden kan *freu* :P

  7. #7
    Erfahrener User Avatar von pissdrunx1987
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    der pure wahnsinn, die engine overview details sind der hammer, ich kann es kaum erwarten, damit zu mappen/modden, die ganzen neuen infos, zusammen mit den neuen bildern sind echt atemberaubend, und zeigen, dass das spiel wirklich in punkto grafik und physics sehr auf realismus setzten will

    bin schon gespannt auf den launch der offiziellen page

  8. #8
    Administrator Avatar von warpspeed
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    Nicht schlecht... Der Editor scheint so zu sein wie ich hoffte

    PS: Alle Bilder nun auch in unserer GALLERY.
    Greetings... WarpSpeed FORENREGELN/FORUMRULES

    AMD Ryzen 9 3950X @ 4.1 GHz - Patriot DIMM 32 GB DDR4-4400 - ASUS ROG STRiX X570-E Gaming - Gainward NVIDIA GeForce GTX 2080 Ti Phoenix GS 11GB RAM - Creative Soundblaster AE9-PE - Cooler Master V1200 Platinum (Netzteil) - Corsair Cooling Hydro Series H115i Pro - Monitor-1: Acer Predator CG437KP (43" 4k G-Sync Monitor) / Monitor-2: Samsung Curved UHD TV KU6679 (43" 4k TV) - Razer Cynosa Chroma (Tastatur) - Logitech G502 Proteus Core (Maus) - Logitech G25 (Lenkrad) - MS XBOX360 Gamepad - MS Windows 10 Pro 64Bit

  9. #9
    VIP Avatar von foofi
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    Also die Bilder sehen sowas von real aus.

    Da sieht man was CryTek wieder für ein Kunstwerk erschaffen hat. Ich habe ehrlich gesagt zuerst nicht sehen können wo das Bild echt ist und wo nicht... einige von den echten sehen nach Computergeneriert aus... wahnsinn!

  10. #10
    Crytek Crew Avatar von Cry-Alex
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    moin ihr,

    die meisten Screenshots die ihr auf unserer Seite sehen könnt sind noch in DX9

    cheers,
    -alex

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