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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.
 
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...
 
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.
 
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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www.intel.co.uk

CHROME on Take-Two Interactive website

CHROME on Gathering.com website

Chrome Newsletter

Chrome Postcards