The Unreal engine is heavily CPU bound, so our focus on optimization is more on releasing that CPU tension. For example: the Unreal engine uses span buffering for occlusion. This approach has a lot of benefits, but is CPU intensive. We have saved a lot of framerate by reducing the complexity of the span calculations and reducing the number of required calculations. This kind of optimization is unrelated to the render API layer. [...]
The press release states a second half of 2001 release date for Duke Forever by the way."As we have been committed to publishing cutting-edge games, it's obvious that Duke Nukem Forever belongs on the g.o.d. label," said Mike Wilson, CEO of Gathering. "Between this game and Max Payne, 3D Realms will be regarded as the undisputed king of both first-and third-person shooters by the end of next year. To be part of that has been a dream of Gathering's since our inception."
Taking place in and around Las Vegas, Duke Nukem Forever is the latest game in the incredibly popular Duke Nukem series and will feature Duke's infamous off-the-wall wisecracks. Using Epic Games' Unreal engine, Duke Nukem Forever strongly pushes the limits of gaming and gameplay for the first-person action genre, establishing new standards in interactivity, variety and pure fun. In keeping with the cinematic aspirations of 3D Realms, the game will be one of the first to support wide screen format and Dolby Digital surround sound.
Hellchick: I have to admit, by not revealing much, 3DRealms is actually heightening the anticipation as we get closer to the game's finish. Regardless of press coverage, I'm looking forward to Duke Nukem Forever, having been a Duke 3D fan myself. And I hope 3DRealms does indeed let us see a tiny bit of what's to come so we can anticipate the game even more.
G'Money: They will. And when you see it, you won't have to wait years to actually play it.
George later mentions they are not interested in making a clone, so it's not like we will definately see Duke Nukem Fortress if most of you decide a team game. Also, if you were hoping to see some new screenshots soon (it's been like a year), don't count on it as they will probably only release some new ones close to release.What type of team based game do you want to see in DNF?
1) Standard CTF
2) Class based Team game (ala Team Fortress or CounterStrike).
[link] [link2] S3TC , Start Date, Shipping before DOOM?
[link] Terrain, TF2 tech, Restarting a game midway, Loki on OpenGL
[link] [link2] Nudity in Duke4?
[link] [link2] Glide support
Also, back in March the Shack readers actually came up with a bunch of questions for George in an interview (and a follow-up). Probably the most information with actual game details I've seen. Sorry George for linking your comments, they were just some excellent stuff. :P
As we make Duke Nukem Forever, we experiment with new styles of gameplay and other never-been-seen innovations, and this often takes time to figure out and implement correctly, or just completely drop if it's not working out. Luckily for us and gamers, we have the financial independence to do this research while making the game, and when DNF comes out, everyone -- I hope! -- will be happy with the innovative results. The bottom line is that if we pick a release date and very likely miss it, people will be more upset than had we not picked a release date, so that's the path we take.
More Duke4
shots
Well today is my first day at 3D Realms. It was a tough decision for me to leave Ritual Entertainment, and I have had a great 3 years working there.
I'm really looking forward to get started on the Duke 4 multiplayer code, but it looks like I'll have to study this Unreal code a bit before I jump in. It's kind of a shock to be working with Quake tech for 3 years, and then jump over and work o
Unreal. Well at least I get to see how both systems really work.
1) We've had skeletal/motion capture/facial animation for over a year. We aren't doing 40 bones in the face, but then again DNF will be out a couple years before this next gen stuff ships.
2) Landscape is cool. We had our own landscape engine capable of ten's of thousands of polys at 50 fps a long time ago. They are about the simplest rendering engines to write. We decided a bit ago that merging that tech into Unreal for DNF was beyond the scope of this game. Same goes for adding in Epic's stuff (which looks sweet). Added to which, Epic's new tech is targetting hardware that won't be commonplace (a majority of the market) for 2 years.
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