...crysis devtool video

Wow! www.youtube.com/watch?v=5BxIvFh7l5Q

I was just going to post this as well.

Wow is right.

i wonder though how asset independent that stuff is - could you do that with any content? do they have to be “rigged” somehow to be modifiable like that?

don’t get me wrong - the capabilities of this game are insane - i don’t understand how something that looks operates like that (full dynamic shadows - destruction - interactive objects - draw distances etc. etc. etc.) even runs on today’s computers.

amazing stuff ; )

Are we going to see any of this in Unity 4.0? Guys? :smile:

I’ll echo the wow factor. :shock:

No comment on when you’ll see such things in Unity though… :stuck_out_tongue:

Well, i only played around with the FarCry Editor and there it was very simple to get something done within a day or two. Setting up some islands (call a island tweaked perlin noise function, draw with you brushes, load heightmaps, setting up the sun’s angle for the precalculated lighting, …), tweaking the look to your own needs and populating it with some enemies were you drag&drop some AI onto and stuff like that. Contrary to the game it also was possible to populate the world with sharks and setup how aggresive they are… ;O)

So whilst all is predefined with values from how a example level looks like you also can exchange the whole thing easily. Everything was exchangable, so if you wanted different textures for the height X or another detailmap, just throw it into the proper channel of the texture browser.

So as these thigns were already possible with the old version i strongly believe that all the thigns they show will be editbale and customizeable again.

What i really love are the clouds, the stars, the dynamic shadows, the culling and the bubble with which you can create positive and negative surfaces and so dig your tunnel into the island. Years years back we implemented this in our own engine and thought that’s the way to do proper level design. Well, it was cool but as a level design feature it turned out to be not the proper solution in those non hardware accelerated less than low poly times, as such organic or natural structures costed too much. Anyway it rings some sentimental bells inside of me seeing this again… :O)

Crysis has an amazing engine running it. It makes me want to mod for it. hehehe… The polish effects (day/night, foliage, dynamic lighting model, skies) really make the game. It just looks absolutely fantastic. I’m curious how flexible the engine actually is to make a game that’s totally unlike Crysis - since the developers seem to really want that. In anycase, very impressive stuff. I’d love to do a Shenmue style game in there. ::drool::