| X360
Wednesday, May 16, 2007 | 1:37 AM
Red vs Blue: Halo 3 Beta special
Red vs Blue: Halo 3 Beta
Download: AVI |
About the game
- Halo 3
- X360
- Published by Microsoft Game S...
- Developed by Bungie
- French release: Available
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- Copyright 2007-2009 Gamersyde SARL
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Page 1 2 >>"Help! I can't shoot anything with the sniper rifle!"
"Son, thats not a bug, you're just a lousy shot."
*oomph*
"How does this rate on the humiliation scale?"
I think we can stop bitching about the graphics now, too.
The game looks f*cking awesome. I can't wait for the Single Player, thats where this game will shine!
"We get tear gas grenades in Halo 3?"
"I need to go update my blog"
Come to think of it, anyone know how they lowerd their weapons? Apparently holding "L" doesn't do it anymore. That's from what I've heard. I'll test it out tomorrow though.
Just looking close up at the spartan model you can see so much technical detail. The reflection mapping on the suit and the helmet, the shading and lighting effects on the different parts of the armor, it really is marvelous.
overall tho i think it great, the spartan model looks like a real life action figure, it doesnt look like a real armour covered person. but as a life size action figure they got it dead on.
Some new fangled technology to make things awesome?
what the hell is this 'ambient occlusion' people are on about?
Some new fangled technology to make things awesome?
Sounds about right.
NOW! on with the chaos.
"Ambient occlusion is a shading method used in 3D computer graphics which helps add realism to local reflection models by taking into account attenuation of light due to occlusion. Unlike local methods like Phong shading, ambient occlusion is a global method, meaning the illumination at each point is a function of other geometry in the scene."
I think that means (almost) proper lighting (as opposed to lightmaps and such). Another name for it is "Skylighting". To me it makes those shots look solid, like it's all made of real stuff and not models. Hence the action figure comment.
J1M.
what the hell is this 'ambient occlusion' people are on about?
Some new fangled technology to make things awesome?
That Wiki is a bit complicated, though. Basically, it simulates real-world bounced lighting on shaded surfaces. It deals with radiosity and global illumination. Basically, that's why the new spartans look so damn good. Your eye naturally picks up the small subtleties, like bounced light, that we take for granted every day. Basically, when two polygonal surfaces are close, they will appear darker because of the simulated bounced light found in the ambient occlusion mapping. Typically, they bake the radiosity into the shaders so that the game engine doesn't have to render it in real-time. Blue Dragon uses this technique like CRAZY. I'm sure you've noticed it without knowing. It stands out like crazy in BD.
Put your thumb right above your desk. That dark "shadow" below it would be considered ambient occlusion in 3d, even though it's not actually a direct shadow from any light source.
NOW YOU KNOW! ;)
I've never liked any of the Halo games that much at all, IMO it was alot of hype, sure great A.I. from the enemy....but the environments were rather repetitive, don't say they were not...cause they definitely were.