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Week 16

Fabien continues to integrate the game play, particularly object management. The player can now pick up an object and place it in the Inventory. This is easily done in 2D but in 3D it raised some problems related to the game play, so we had to solve them.
Antoine and Fabien also solved one of the last remaining visual problems: sorting polygons. For those who don't know what that means: when two polygons are close to each other the engine may not respect the order of display and show the further of the two in z (in depth) before the nearer polygon. Result: polygons can disappear in function of the angle of view. There are solutions to this type of problem, but they have the disadvantage of being costly either in terms of machine time or in RAM. BSP trees or Z buffers are common solutions. However, Fabien and Antoine designed an algorithm that solves sorting problems while taking a minimum of machine time.
This week we also managed to integrate our new sky routine, so instead of an ugly black background we now have a lovely 3D sky with moving texture :-o
Hakim has finished the basic version with GEM, our graphical editor. He will now get to work placing cameras, another big job. Camera management in a 3D game is one of the major difficulties. We have to provide views that are playable and hopefully varied without loosing sight of technical difficulties e.g. the camera mustn't run into a wall. We hope that by developing specific utilities for managing cameras we will gain in terms of development time, and particularly in terms of quality.
In the graphics department Pierre, Edouard and Corentin have finished the Security Centre. We already have a few streets in the new neighborhoods, 2 and 3. They continue to rise up out of the ground, day after day. Everyone is waiting for them to be finished so they can take a stroll.
With the help of a few comments from Olivier and Fabien I introduced a few changes in the scenario. From now on the story should stay pretty much as is.

See you next week.

Autor: David Cage
Source: Quantic Dream

11/01/1999 Eidos Interactive ships Omikron: The Nomad Soul
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WeekMonday, September 01, 1997
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