On Tue, Jan 17, 2012 at 2:57 PM, BGB <[email protected]> wrote:

> game art doesn't need to be particularly "awe inspiring", so much as
> "basically works and is not total crap".
>

It can't be awe inspiring all the time, anyway. Humans would quickly become
jaded to that sort of stimulation.

The quality of a game map depends on many properties other than visual
appeal. A program that creates maps for a first-person shooter should
probably have concepts such as defensible positions, ambush positions,
snipe positions and visual occlusion, reachable areas, path-generation for
AIs.

One might express `constraints` such as:
* a spawn zone should not be accessible from a snipe position.
* a capture-the-flag map should ensure that every path from the enemy flag
to the base moves past at least one good snipe position and one good ambush
position.
* there should be some `fairness` in quality and quantity of
defensible-position resources for the different teams.
* the map needs to occlude enough that we never have more than K
lights/triangles/objects/etc. in view at any given instant.

But, in my practical understanding, these issues are not so distinct from
visual appeal. It's all subject to the same search, recognition, and
refinement aspects I described initially.


> the issue is mostly that my engine pulls off worse framerates on current
> hardware using the stock Doom3 maps than the Doom3 engine does


Doom 3 engine is hardly an obsolete technology (even used in Brink in
2011), and its developers have a lot of expertise. There are certainly
metrics by which a new engine could compete for performance - eliminating
load-zones, dynamic and runtime-extensible environments, moving water, etc.
- but I'd be surprised if you beat the Doom 3 engines at Doom 3's own maps!

Anyhow, you go into a lot of interesting specifics about your engine which
seem a bit off-topic for this subject line. I might e-mail you to discuss
them externally.

Regards,

Dave
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