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Animations for NPC movements such as walking, falling, pushing, and others are created "on the fly", due to the use of the [http://en.wikipedia.org/wiki/Euphoria_(software) Euphoria game engine] created by NaturalMotion, so each player's experience will be unique. Gamers are no longer subjected to prerecorded animations. | Animations for NPC movements such as walking, falling, pushing, and others are created "on the fly", due to the use of the [http://en.wikipedia.org/wiki/Euphoria_(software) Euphoria game engine] created by NaturalMotion, so each player's experience will be unique. Gamers are no longer subjected to prerecorded animations. | ||
Although the size of the map is no bigger than [[San Andreas]], the detail of the city has been enriched to a unique depth. There is no open space, and every inch of the city tells a story. | Although the size of the map is no bigger than [[The State of San Andreas | San Andreas]], the detail of the city has been enriched to a unique depth. There is no open space, and every inch of the city tells a story. | ||
Normal (bump) maps provide much more detail in models than the underlying polygons, as well as giving materials more texture and depth. Road and building textures are more varied than in previous GTAs. On some roads you will find potholes or metal plates where the road has been dug up. Modern pixel shaders give water, glass, cars, etc., more realistic reflections and shininess than the earlier games. | Normal (bump) maps provide much more detail in models than the underlying polygons, as well as giving materials more texture and depth. Road and building textures are more varied than in previous GTAs. On some roads you will find potholes or metal plates where the road has been dug up. Modern pixel shaders give water, glass, cars, etc., more realistic reflections and shininess than the earlier games. |
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