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== Game Mechanics== | == Game Mechanics== | ||
[[Grand Theft Auto IV]] is powered by Rockstar's own [[ | [[Grand Theft Auto IV]] is powered by Rockstar's own [[Rockstar Advanced Game Engine|RAGE]] game engine, along with the [[wp:Euphoria (software)|Euphoria]] run-time animation engine developed by [[wp:NaturalMotion|NaturalMotion]]. Euphoria uses a procedural animation technology called Dynamic Motion Synthesis instead of pre-recorded animations to facilitate player motion, allowing more natural, unscripted movements. DMS animates fully interactive 3D characters "on the fly" through real-time simulations of human motor functions, giving each character a "central nervous system." NPCs exhibit different actions and reactions in every scene, so each player's experience is unique and, as a result, more realistic.<ref>"Euphoria (software)". Wikipedia, the free encyclopedia. http://en.wikipedia.org/wiki/Euphoria_%28software%29</ref><ref>"NaturalMotion". Wikipedia, the free encylopedia. http://en.wikipedia.org/wiki/NaturalMotion</ref> | ||
Characters can cleanly dodge punches, limp away with gunshot wounds, and even get ejected through their vehicle's windshield, all in fluid motions with subtle transitions. Explosions send people flying further than ever before. There is also a new damage system that assesses cosmetic damage to vehicles and objects in the environment through more accurate measures of the force and location of impact. The game uses [ | Characters can cleanly dodge punches, limp away with gunshot wounds, and even get ejected through their vehicle's windshield, all in fluid motions with subtle transitions. Explosions send people flying further than ever before. There is also a new damage system that assesses cosmetic damage to vehicles and objects in the environment through more accurate measures of the force and location of impact. The game uses [[wp:Image Metrics|Image Metrics]] middleware for facial expressions and lip-synching. | ||
The bump maps used to generate landscape topography are much more detailed than in previous GTA eras, allowing the contours of the gamespace to have more texture and depth. Also, the relative speed of in-game [[time]] is decreased. Every two seconds of play represents one minute of in-game time, so the time it takes to complete a full day is doubled from that of the [[GTA III Era|GTA III era]], from 24 minutes to approximately 48 minutes. Load times during exterior-interior transitions in GTA IV have also been removed, adding significantly to the continuity of the game. | The bump maps used to generate landscape topography are much more detailed than in previous GTA eras, allowing the contours of the gamespace to have more texture and depth. Also, the relative speed of in-game [[time]] is decreased. Every two seconds of play represents one minute of in-game time, so the time it takes to complete a full day is doubled from that of the [[GTA III Era|GTA III era]], from 24 minutes to approximately 48 minutes. Load times during exterior-interior transitions in GTA IV have also been removed, adding significantly to the continuity of the game. | ||
==Graphics== | ==Graphics== |