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  • 6 ore fa
Rare ci mostra un nuovo video di Sea of Thieves, nel quale viene spiegato come è stata realizzata l'acqua presente nel gioco.
Trascrizione
00:00.
00:00.
00:00.
00:04.
00:05.
00:06era un'ottima di uno dei stari di giallo.
00:09Abbiamo studiato una cosa che andavano in quello che erano.
00:11Abbiamo studiato con lo che erano in lo che erano in i film,
00:14come ho le soluzioni dell'unica problemi,
00:16e abbiamo studiato con molte cose,
00:17fino a quanto ci stanno trovando qualcosa che aveva ci attivano,
00:19ci aveva lo che aveva di contatto,
00:21ci aveva un altro che si era una cosa che era molto buona.
00:23Alla queste diverse lezioni,
00:25o dall'inici, o dall'escrizione, o dall'artista,
00:28il giusto builde, builde, builde.
00:29Ci sono sempre...
00:31Ci sono sempre sempre lavorato sui risultati in water.
00:34molto più migliori.
00:36Uno dei reasoni il water è così bene
00:38è perché la forma di quanto riguarda la vita quando si riusciti.
00:41Sì, ovviamente abbiamo bisogno di fare il gioco e la nattima,
00:46quindi abbiamo abbiamo un'initore di soltanto,
00:48dove vedete la fattigione e la nuova,
00:50e ci sono anche un'initore di soltanto,
00:50perché è un'initore di soltanto,
00:51perché si possono vedere il gioco in mani in mani,
00:56proprio il gioco in mani.
00:58Si è un'initore di soltanto,
01:01la sun's gonna come up and see if the ship's easier."
01:03Yeah, and actually...
01:04Pics up all that color.
01:04That's it, and you can read the time of day
01:06almost ahead of time if you look at the water.
01:09Sea of Thieves is a multiplayer game,
01:10so it's really important, isn't it,
01:12that everyone sees the same representation of the water?
01:15Yeah, yeah.
01:15Cos'e, of course, if you're having a naval battle,
01:18you can't have different ships
01:19that are bobbing up and down differently.
01:21That's it, everyone needs to see the same big waves
01:23and kind of plan their strategy around this.
01:25Yeah, I mean, that's actually surprisingly easy
01:27because the way the water's generated,
01:29it's all kind of deterministic,
01:31so we can recreate it from a starting value and a time,
01:35so we can just synchronize that between players
01:37and then they can reproduce exactly the same thing.
01:39So the water behaves in different ways,
01:42doesn't it, across the world?
01:43Like, it's different in the calm bays
01:45than it is in the kind of out-to-the-roof oceans.
01:47You've kind of got different simulations
01:49that you have to consider, like, around shorelines.
01:52You've got water that's much more like a pond,
01:54and then you've got deep ocean
01:56where the waves can be several meters high
01:58that can really rock a big ship around.
02:01With the way that we're generating the water,
02:03we're kind of starting from a sort of photorealistic base,
02:06and then that allows artists to go and work on top of that
02:09and add stylization wherever they want.
02:12And because they're working on top of something
02:13that behaves correctly,
02:15it's easy for them to get something that looks stylized
02:18but still behaves like water.
02:20Yeah, and I think that's a trick, isn't it?
02:21Because it looks, it still looks vibrant,
02:24it still looks colorful,
02:24but everyone that sees it says how real it looks,
02:27and it's a really nice blend
02:29that we've managed to keep some of that
02:30correct kind of water behavior,
02:33but still blend it in with our game
02:36and kind of keep the style that we want.
02:39In response to TENS
02:42in situations where the enrichment play
02:43and their enrichment play
02:43is clear.
02:44And that's why it speeds up
02:47It's just crazy.
02:47It's cute!
02:50Like that's your best,
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