quote:
Originally posted by Jukka T. Paajanen:
[quote]Wow, these two are damn hard to do well even on a limited environment of an FPS game; every single implementation I've seen has had loads of visual glitches (certain types of rendering not fogged etc., transparent surfaces are particulary tricky) or hasn't just been fast enough. And you're planning on rendering them in interplanetary scale?
90% of the features in BCM are damn hard - which is why it is the only game of its type that supports them.
Damn hard != cannot be done
...it just takes talent and know all
quote:
Any chance of revealing any of your ideas on the implementational side?
uhm, no Trade secrets and all
quote:
But isn't EMBM on a DX8 card, in essence, just a special case of the pixel shaders (specifically: heightmap + dependant texture read), which are on the list? Though gotta say that the pixel shaders themselves aren't too widely supported as of yet.
It depends on the implementation. And I was not just refering to EMBM. Read the original post again. And then mine.
[url="http://www.3000ad.com/downloads/bcm/bcmXP1features.html"]BCM XP1 feature set updated[/url]
[ 01-10-2002: Message edited by: Supreme Cmdr ]