What he probably means is the ability to deform meshes. Ie: warp or gouge surfaces, damage buildings, soft body physics etc. At the moment games that have these features usually hide the object and then load in a replacement mesh or use texture trickery to create a similar visual effect.Leaper said:Could you elaborate a little? Fabric warping, as I understand, is in UE3 for ages, though games rarely use that. Mirror's edge used it fairly nicely, apart from that game I've only seen it used for promotional purposes like in some maps that were designed to show off PhysX capabilities.Aisaku said:All I see is pretty lights... give me shape distortion, fabric warping and then we'll talk.
And shape distortion? Dont really know what that is, if you mean stuff like dynamic water surfaces that creates water waves and stuff, then yeah, at the moment it really needs that kind of stuff.
OT. That's pretty awesome, I like the style and I'd like to play it or watch a film in that style.
As a tech demo? Not really all that impressed. It's very detailed but it's so dark you miss most of the detail, if its there, and the focus is on the action not the engine.
Ask people what they think is beautiful or visually arresting and they'll reply things in the order of sunrises, woodlands, landscapes, streams, crystals, various animals.
Want to wow people on your technical visual capabilities give them natural complex scenes; even if your engine isn't that good the scene itself will give a positive bent to your tech. More importantly make sure it's all visible; you'r supposed to be demonstrating after all not pulling magic tricks.
Narrow, damp alleys give a sense and not a lot else. Do they want us to say "wow, Unreal engine looks fantastic - it can do almost anything" or "This demo is fucking cool"