11-12-2009, 10:19 AM
That too. Less polygons/texture memory spent on making sure your character has a fancy mustache = more polygons/texture memory that can be spent elsewhere, like on trees.
If I were going to develop a game, I'd love to start with the WW2O engine. That game can display a bush from 3km away, as well as the tank that's trying to hide in it and the little tiny infantry dude that's trying to sneak up on it. WW2O also has problems in that when it gets too crowded it starts drawing fewer and fewer of your allies, but if you made a game that didn't need to actually have functional tank duels from 3+km away, you could probably do wonderful stuff with the engine.
If I were going to develop a game, I'd love to start with the WW2O engine. That game can display a bush from 3km away, as well as the tank that's trying to hide in it and the little tiny infantry dude that's trying to sneak up on it. WW2O also has problems in that when it gets too crowded it starts drawing fewer and fewer of your allies, but if you made a game that didn't need to actually have functional tank duels from 3+km away, you could probably do wonderful stuff with the engine.
