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Splinter Cell

Started by MagTDK Jan 19, 2003 at 4:04 PM 8 replies 250+ views
Original Post
MagTDK
MagTDK
I just check out the PC demo to this game and all I have to say is wow! The lighting and shadowing look great. Anyone know what the game uses for casting shadows? It doesn''t appear to be shadow volumes because of the soft edge. I''m guessing the game uses some sort of per pixel lighting as well.
Pseudo
Pseudo
I think it uses light z-buffers for the light/shadow effects.
iNsaNEiVaN
iNsaNEiVaN
Or a pixel shader. Ive seen realistic shadow volumes done with pixel shaders.
MagTDK
MagTDK

If it''s using a modified version of the Unreal engine, then is it using lightmaps instead of per pixel lighting?
Wyrframe
Wyrframe
If anyone here''s seen Serious Sam, and payed careful attention to the real-time lighting, y''all should know that real-time shadowcasting is not that hard, and can be done easily even on low-end 400 MHz CPUs. I''m pretty sure that Splinter Cell could do the same thing.

In the demo, what I found somewhat impressive was the infrared vision mode. Now _that_ is some interesting texture work, combined with either a kickass pixel shader or a half-software renderer.
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Extrarius
Extrarius
Serious Sam is a nice engine.

I didn''t like Splinter Cell at all. It might be fun with a console controller, but not with mouse an keyboard like every other fps/tps I''ve played is. And it has some obvious logic bugs - when pressed back against a wall, you can only see left, right, and behind the character, when you should be able to see left, right, and in front of the character since that is the way he is facing. Very nice gfx tho.
"Walk not the trodden path, for it has borne it's burden." -John, Flying Monk
JuNC
JuNC
quote:

what I found somewhat impressive was the infrared vision mode



Agree totally, I was very impressed by how well that works. The shadows are ok, but a bit too overpowering I thought (yeah, yeah I know that is the point of the game but well... ). I thought the controls are brilliant and work really well (although I agree with the wall hugging).
deal
deal
i was a bit disapointed that shadows cast by you are not visible to the enemy.

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