Posted in: Uncategorized
Posted 2009-08-04 at 00:14 by eggman
Vaiski recently won second place in the "C4 Shader Contest". He's continuing to experiment with the C4 engine. Here's a couple of "proof of concept" things he's been working with.
This stuff is by no means reflective of game features; rather what Vaiski was experimenting with was how much can be done with the Graphical Script Editor that is part of C4 (it's a like like the Kismet editor from the Unreal engines).
The thing about the C4 graphical editor (like Kismet) is that it allows non programmers to perform some very powerful game play scripting. It's also a real time editor, so when you make changes they can be tested immediately without recompiling the game (an important aspect of workflow for rapid prototyping).
The first one is a roughed in concept that could work as thermal vision:
[YOUTUBE]<object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/uwlyhOmbSkI&hl=en&fs=1&"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/uwlyhOmbSkI&hl=en&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>[/YOUTUBE]
The next one if a roughed in proof of concept around an AAS Game Mode. It uses obvious placeholder elements to show the basic logic.
[YOUTUBE]<object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/pS5JRviZFLs&hl=en&fs=1&"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/pS5JRviZFLs&hl=en&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>[/YOUTUBE]
Again we're still in the pre-production stages with PR2 (aka fooling around to learn the ins and outs of the C4 engine and of game development in general).
But we're making some progress and have done some work to move from pre-production into development of our first milestone test build (which will have many smaller build leading up to it).
egg
This stuff is by no means reflective of game features; rather what Vaiski was experimenting with was how much can be done with the Graphical Script Editor that is part of C4 (it's a like like the Kismet editor from the Unreal engines).
The thing about the C4 graphical editor (like Kismet) is that it allows non programmers to perform some very powerful game play scripting. It's also a real time editor, so when you make changes they can be tested immediately without recompiling the game (an important aspect of workflow for rapid prototyping).
The first one is a roughed in concept that could work as thermal vision:
[YOUTUBE]<object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/uwlyhOmbSkI&hl=en&fs=1&"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/uwlyhOmbSkI&hl=en&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>[/YOUTUBE]
The next one if a roughed in proof of concept around an AAS Game Mode. It uses obvious placeholder elements to show the basic logic.
[YOUTUBE]<object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/pS5JRviZFLs&hl=en&fs=1&"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/pS5JRviZFLs&hl=en&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>[/YOUTUBE]
Again we're still in the pre-production stages with PR2 (aka fooling around to learn the ins and outs of the C4 engine and of game development in general).
But we're making some progress and have done some work to move from pre-production into development of our first milestone test build (which will have many smaller build leading up to it).
egg
Updated 2009-08-04 at 00:42 by eggman
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Posted 2009-08-04 at 01:27 by Spec -
Very interesting, but I hope the team steers away from the "flag" game-modes in PR2.
Posted 2009-08-04 at 01:34 by google -
Posted 2009-08-04 at 01:40 by Outlawz7 -
Posted 2009-08-04 at 01:43 by Farks -
Posted 2009-08-04 at 01:48 by Jedimushroom -
I admit, i was a bit sceptical at first. but sometimes i need a reminder that the programmers and mappers under the PR umbrella are actually 24 carat gold.
im very impressed. please keep impressing mePosted 2009-08-04 at 02:01 by Psyko -
Posted 2009-08-04 at 02:02 by Wattershed
Updated 2009-08-04 at 02:12 by Wattershed -
C4 is the engine the PR2 has chosen to use for the sequel. PR will remain a BF2 hack forever (unless EA/Dice releases source code—nobody is holding their breath). By using the C4 engine, PR2 can be it's own game, coded to behave and respond however the devs design it to.
Posted 2009-08-04 at 02:27 by jmlane -
wattershed it is pr2, and it is based on the new engine PR won during the MODDB votings.
this looks quite epic. good stuff eggman
i gotta get my hands on some kind of editor for the engine... off to google.Posted 2009-08-04 at 02:29 by HughJass -
Posted 2009-08-04 at 05:21 by Zrix