Original Post
From an interview with one of the developers of New World Order (http://www.p3int.com/product_center_nwo_cd.asp):
"To simplify what the engine does as opposed to other engines, it only calculates what is seen by the player; hence it can put three to five times the amount of polygons on screen. Combine that with features like bump mapping, an unlimited number of light sources, per-pixel shadowing and lighting, dynamic player shadows and great level design, and that should tell you that it will look awesome."
Does anyone have any info about what visibility testing technique this engine uses? And what makes it better than BSP trees/octrees/portaling techniques etc? Something must be very amazing about this engine, because they say it does something other engines dont.
[edited by - Tylon on June 1, 2002 3:32:33 PM]