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 Prey Developer Diary #9 - briefly
(hx) 01:36 AM CET - Mar,11 2006
the gang at Venom show off the Xbox 360 version of the game
The 3D Realms website has Prey development diary #9 penned by Chris Rhinehart of Human Head. Here's a taster:
Prey really stretches the Doom3 engine, sometimes in ways it wasn’t designed for. It aims to create a convincingly organic-looking alien world full of curves and natural shapes from an engine designed around box-shaped rooms, and features many additional shaders and special effects that take the visuals far beyond the original Doom3 engine. This extra load meant the coding team had to work hard on optimising the code, removing bottlenecks and spreading the load across the three cores at the heart of the 360 to hit our target of a constant 30fps framerate. We have also had one coder, Mick, working for the best part of 6 months using the 360 performance analysis tools to identify the slower areas of code and rewrite, or in many cases replace routines with low-level machine code to squeeze the best from the machine.

last 10 comments:
lmer(05:01 PM CET - Mar,11 2006 )
30FPS? That better be because of that strange endeavour of porting an OpenGL engine to a DirectX one while using a different CPU architecture.

Nosferatu(07:39 PM CET - Mar,11 2006 )
He said constant 30 fps, that means rarely/almost never below 30. I think that's ok and enough.

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