No! I spotted a flaw in the engine - the smoke from the explosion doesn't cast a shadow! (only the debris) hehehe Honestly though, I hear nothing but the highest of praises for Unreal Engine 3. I wouldn't doubt it in the least that the engine is capable of shadowing like that.
Kevin as always your work is amazing and such great inspiration. Those engines are pretty crazy looking. Were they based off real engines or did you just start making up things that seemed like a more sci fi version of an engine?
While knowing the basics of engines helps quite a bit, I haven't worked with any big name engines yet and the problems we face are the same things that the engines dealt with years ago. So if you know an engine really well it can help but you probably won't encounter the problems that they've already tackled, problems that…
Wha..? iD made quake 1,2 and 3, and made a new engine each before they made doom 3 and it's own engine. Once DNF is released, they need to have a special edition that includes all versions from previous engines, I still would love to play the version I saw a trailer for on the Unreal Tournament engine from over 5 years…
not too sure about that, I'm sure you can trace Frostbite 2 all the way back to the Refractor engine in '99 or at least back to Frostbite 1. I'm not doubting the DVD, most programmers will be involved with rewriting major parts of an existing engine until it becomes a new engine for their studio. For example: Unreal 2…
Belias, Joy Ride was made in house at Microsoft BigPark, the engine was called the JoyTech Engine and was created from scratch during the development of the game.
Out of curiosity, is this something that's going into an engine, or just a maya/max render? If it's for an engine, some normal mapping magic needs to happen. :poly124: