MoHMatch interviewe Michael Boon, le lead animator de Medal of Honor : Allied Assault. Un article fort intéressant dans lequel M.Boon explique que leur jeu s’inspire de Il Faut Sauver Le Soldat Ryan, qu’il est hyper documenté et qu’il donne l’impression aux joueurs d’être immergés en pleine 2nd guerre mondiale… moui.

Il donne aussi une liste des nombreuses améliorations qui ont été apportées au moteur 3D de Quake 3 Team Arena :

The most major graphical modification is the terrain system, which played a large role in our ability to render huge outdoor environments. We also added a very advanced LOD system to our models, which made a lot of things possible which would not have been otherwise. We added a sophisticated skeletal animation system for our characters plus a morphing system for facial animation. We extended the model structure to allow us to share animations between characters, and also to allow us to add equipment and different heads to characters with the same bodies. We improved character lighting (which unfortunately many people do not see because we also added a simpler version of the lighting to help lower end systems). We added a « static model » system which allows us to create instances of models all over a level with minimal framerate hit. We created a level design tool we call manvis, which allows the designers to manually set the visibility for areas in the levels – this is another thing that makes our complex outdoor areas possible. We also did a lot of work on the lighting compiler to allow us to build buildings with real-world scale – all the Quake engines have relied on very thick walls to adequately block light, and our initial levels had horrible artifacts next to most walls because they were too thin.

Enfin, nous apprenons que l’éditeur de niveau sortira dès qu’il sera terminé, que le SDK suivra peut-être et que le développement d’un serveur linux n’est pas dans la liste de leurs priorités.

Article précédentTeam Factor : Interview
Article suivantQTracker 3.01