![]() ![]() Pop-ins appearing round water aswell witch will have something to do with it.Said: " said: " of curiosity, as someone who knows nothing about making games, how does that work? Like, what makes engines different? Is is just the code language or logic they use? And, on the topic, what makes engine have distinctive looks, like the plasticky Unreal look that it's often associated with? I've always wondered about this. I think they we're getting the Connors alittle bit just like the rest of the game. They might find better work arounds for it.The beta was shocking and the managed to improve it quite well against the finally game. I think if they unloaded the cells abit or using lower textures. I think regarding the pop ins and stuff thats generally there fault for poor game design. The fo3 geck comes up with these werid texture errors the whloe time even though everything is fine. The FNV geck is far better than the fo3 Geck. An example being after land scaping pressing f4 will to refresh will stop the land scape going all black and stopp glitches and werid shit happening. Some of the bugs though are predictable and once you learn about them there some what easy to avoid. I feel dam sorry for bug testers and people who have to sort that out because there life must be hell. Things that should work at times just don't. Either reloading the game, or just having to go back to an old version of esp. There has been times play testing when things just don't work for no apparent reason. However with better coders and desginers than me I am sure they can just find work arounds. It is buggy though some things just don't work. It surprising how much you can do if you get it right. Because of the ease of use and it is some what easy to learn. As some who spend many hours working in GECK I can use why there use it some regards. ![]()
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December 2022
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