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#2
on Gamespot.com |
2003-04-24 12:26 (thursday) |
We
are pleased to inform, that our upcoming FPP Tactical Shooter Chrome
appeared #2 on Gamespot's Most Popular Games (based on the
information request for PC and console games).
Please visit our stand (14-16 May) at the E3 Expo: Kentia Hall,
booth #6209. |
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Open
Beta soon |
2003-04-03 14:26 (thursday) |
Publisher
Strategy First and developer Techland announced today that they
have begun accepting applications for the open beta of their Sci-Fi
Tactical Shooter, Chrome.
The open beta will begin on April 7th and will run until May
9th.
Players take on the role of Logan, a mercenary turned bounty hunter
trying to make it rich in gloomy 22nd century Valkyria, where the
wild elements of nature conflict with the technology of the future
and no one suspects a silent assassin is on the prowl. His target?
Anything will do... |
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New
screenshots in gallery |
2003-04-03 00:00 (thursday) |
Today
Techland brings you some new screenshots of its best known production
- Chrome. They are available in the gallery.
Looking at them you can see that the game is almost finished.
If you like the screenshots - cast your votes on Chrome as the most
wanted game on the website www.tothegame.com. |
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Chrome
Engine - Newest Information |
2003-03-14 12:29 (friday) |
Nowadays
games include mostly indoor locations. If there are any outdoor
locations present, they are usually limited to small clearings between
high mountains with a little bit of the sky above them. The Chrome
Engine enables the player to run around a very deep forest looking
at very detailed textures of the leaves and the bark. The very next
moment the player might be jumping into a shuttle and rising high
above the ground to see everything turn smaller and smaller, until
it becomes an extensive view of the whole terrain covered with thousands
of little trees.
All this is possible thanks to innovative algorithms used to produce
extensive terrains with numerous objects. The environment is presented
as a map indicating terrain elevation. That system has certain limitations,
but these can always be avoided by simply placing 3D objects on
the terrain. The combination of polygon algorithms needed for terrain
visualization at a given view with innovative methods of sending
these to video cards enabled very quick rendering of such terrain,
regardless of the viewing point - whether you're crawling on the
ground or watching the ground from the bird's eye view.
Efficient methods of storing and rendering objects constituting
the plant life in the game are also very important. In Chrome you
can come across levels with the plant life count going into millions
of separate pieces. Smooth running of the game could have been reached
only with a proper selection system deciding which plants currently
in view should be displayed. The basic problem was to choose such
object selection methods, that would make the player unaware of
the fact that certain objects are not displayed. The player's impression
is the most important issue in that matter.
Chrome uses a very interesting system of storing information about
millions of plants. This information concerns the density of certain
plant types in certain locations. The appropriate real time algorithm
can generate the list of plants, which are supposed to be displayed
in a given view. This method allows a very efficient use of the
RAM, because information about millions of objects would take a
lot of memory.
We are still working hard to improve the system, so that it can
produce even more realistic graphics. Soon you will be able to see
the final results. |
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