http://www.gamesindustry.biz/content_page.php?aid=7189
It's sounding pretty cool! Apart from the snazzy graphics, there's visual scripting / requiring little programming, seamless worlds / background loading etc. They're going to be showing some more of it at the GDC, so looking forward to it!
The visual scripting stuff sounds fantastic - but I'm always skeptical of tools that claim to simply programming immensely. They always need to hide huge numbers of details from you - and especially where performance is involved this just moves the problems from the development phase to the testing and debugging phase.
Joel Spolsky describes it as[url="http://www.joelonsoftware.com/articles/LeakyAbstractions.html"]The law of Leaky Abstractions[/url], one of the most succinct explanations I've ever read.
I find truly visual programming environments (like JMax http://freesoftware.ircam.fr/rubrique.php3?id_rubrique=14) more frustrating than productive. I've just spend so long coding... Loads and loads of musicians really love them though.
I think the point of scripting in games is to give more expressive power to the people who need it eg designers and sound designers, and tools to make programming easier for content creators are likely to lead to better games.
That said there is a line to be drawn between what gets done by professional programmers and what gets done by others, and imho a large part of this line is determined by performance requirements.
This is actually one of the core points in my masters thesis.
[url="http://www.1up.com/do/download?cId=3138759"]Some movies of UE3 at work from the GDC[/url].. pretty impressive stuff.
Hey, check this out..
quote:
COLUMBIA, SC ? Interactive Data Visualization (IDV) today announced that SpeedTreeRT?, its hardware independent foliage solution, has been integrated with Epic Games? Unreal? Engine 3. Unreal Engine licensees will now have access to SpeedTreeRT?s advanced content creation options, enabling them to quickly and efficiently populate game environments with highly detailed trees and foliage.
SpeedTreeRT delivers low-polygon, highly realistic trees and plants, with adjustable wind effects, seamless LOD transitions, and a library of hundreds of tree models from more than 100 species. SpeedTreeRT also includes SpeedTree CAD, which will enable Unreal Engine licensees to create and edit animated trees in real-time.
SpeedTree technology has also been integrated into the Unreal Engine?s decolayers, so forests can be painted directly onto the terrain, eliminating the need to place trees individually. Although the trees appear at unprecedented detail, thanks to the efficiency of the SpeedTree technology, any foliage will have a minimum impact on frame rates.
[url="http://www.idvinc.com/html/image_browser/UE3_images.htm"]Here's their website[/url]. You definately know it's a sign that times are a-becoming-quite-different when there are companies out there doing middleware for trees! (And they look great, btw)
Here are some new pics/magazine scans of the next Unreal Tournament game which is using the Unreal Engine 3.
http://i136.exs.cx/img136/8277/ut11qd.jpg
http://img195.exs.cx/img195/7864/ut27fi.jpg
http://img121.exs.cx/img121/6959/ut36eg.jpg
http://img121.exs.cx/img121/7223/ut46jy.jpg
http://img211.exs.cx/img211/7170/ut58zw.jpg
http://img103.exs.cx/img103/4605/ut62my.jpg
http://img218.exs.cx/img218/2628/ut76wp.jpg
http://img211.exs.cx/img211/8189/utstats2zf.jpg
i like games that stream in their loading. as pretty as some of the newer games look it's a pain in the arse waiting half an hour for them to load.