I'll wait until I see it in motion.
You also need to bear in mind that realtime demos are not the same as game engines. I mean... the rendering engine code is the same, but the assets are designed differently. They cherrypick the models, the angles and the action, and optimise everything for the one short scene. When the same engine is put in-game, there's a greater need for flexibility as the player can look anywhere, go anywhere and doesn't want a loading screen every 20 seconds. That means that every detail needs to be dialed down significantly.
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Spending as long as I do here, it's easy to forget that Oddworld has actual fans.
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