|
|
When
we saw Shiny Entertainment's Messiah in 1998, all
the public relations agents in the universe could
not have pumped us up more for the eye-popping
experience. At the Electronic Entertainment Expo in
June, we were ushered into a small room
accommodating a computer running the game.
Essentially, a characteristic real-time 3D
environment was home to numerous detailed polygonal
models. What popped our eyes, however, was what the
engine was doing with those polygons. In the corner
of the screen was a sum that showed the number of
polygons being rendered in the scene; as characters
moved closer to the camera or more entered the
room, polygons were added to create more detail or
subtracted to maintain the high framerate. The
question that wrapped around our heads was not how
the engine accomplished this -- the code-based
acrobatics were inconsequential. Our foremost
thought was, "Imagine this game in one year. Or
two. Or three." According to what we were seeing,
the engine could render unlimited detail, and a
year could do wonders.
Install
most 3D action games made today in 2001 and what
will you get? Perhaps a faster framerate and higher
resolutions, but with Messiah, you get all that
plus added detail and more sumptuous graphics. This
is because the engine has been infused with a
certain algorithmic brilliance that enables it to
leverage all the strength contained within its
partnered machine. This means people with less
robust computers can achieve something playable,
while those brandishing the home equivalent of a
Cray-2 supercomputer will be privileged to a whole
new reality, even on tomorrow's hardware. I write,
"even on tomorrow's hardware," because there is a
certain prejudice among gamers that a game cannot
be technologically competitive unless it is the
latest code de jour.
The
Messiah engine was born in 1997, long before curved
surfaces were a glimmer in id Software's eyes, and
Shiny was aiming to instigate an insurrection. Its
less-than-subtle spearhead, David Perry, claimed 3D
programmers had grown lethargic and uninventive,
and insisted his team had come up with a better
approach to rendering 3D environments. It was
called RT-DAT, a hip acronym that stands for
"real-time deformation and tessellation." Anything
that sounds so abashingly technical has to be
advanced, though an explanation is simple enough:
Real-time deformation models all the attributes of
a living being so characters appear as realistic as
possible, and tessellation scales a scene's polygon
count to maintain a high framerate without a loss
of detail.
How
does real-time deformation act upon the game? Each
character has an animatronic frame held together
with muscles; a membrane is stretched over the top
to simulate clothing and other coverings. The
membrane creases and pulls tight as characters
move. The individual animations, such as a leg
bending and an arm swinging, are motion captured,
then combined during run-time to create limitless
movements that adapt to even the most unpredictable
situations. This process actually saves memory and
accentuates gameplay because the processor does not
have to store and manage multiple frames of
animation. Although this approach has become
commonplace in the 3D genre, with other upcoming
titles such as Nocturne also supporting it, Shiny
was at the vanguard of its creation.
Things
get a bit more cunning with the tessellation
component of the Messiah theorem. As stated,
tessellation enables the engine to scale a scene's
polygon count in real-time with no loss of speed.
This means the game adds and subtracts polygons
depending on what is happening. The more characters
there are on-screen, the less polygons there are
per model; the detail in the scene does not
significantly degrade because the polygons are
removed from unnoticeable, or perhaps
unmentionable, places. For example, the prostitute
-- this is a mature audiences only game -- might
have a polygon removed from her inner thigh and
remain equally alluring. When she steps up for a
smooch, though, her facial detail increases,
augmenting the realism of the model in
real-time.
Still,
with other developers implementing advanced
technologies such as curved surfaces, has the
window of opportunity slammed shut on Messiah's
technology? Will Voodoo3 and TNT2 users be
scratching their heads and wondering what the big
deal was supposed to be? Scott Herrington of
Interplay says no, and not only due to the
inventive tessellation code, which will be adding
polygons to the game for as long as they remain the
principle rendering primitive, but also because of
their support of the sugary tools gamers will be
using this fall, including AGP, 3dfx's Voodoo3 and
nVidia's TNT2. "We have a great relationship with
both 3dfx and nVidia, and were among the first
developers to receive cards from them," Herrington
boasts. "While most other companies brag about
jumps in framerates, we realize once you get over
60 frames per second, the point becomes rather
moot. There really isn't a huge jump in visual
quality between 60 and 90 fps."
Thus,
Shiny is striving to increase the visual quality
rather than just the speed. Characters with greater
polygonal detail is one of the main benefits the
next generation of 3D hardware offers, so coupling
the Messiah engine with a Voodoo3 or TNT2 will be a
match made in heaven -- and it will create some
hellish environments. AGP is a huge bonus as well,
as the programmers are using it for expanded
texture RAM. According to Herrington, Messiah
already runs on the Voodoo3, and there will be
special versions for the PowerVR and other cards.
We inquired about the upcoming S4 and its gorgeous
texture compression, and he said a special version
might be available as a patch after the title
releases.
The
animation and unique 3D rendering process are not
the only cutting-edge components to Messiah.
Volumetric lighting, which creates shadowing
effects in real-time based on position, so shadows
stretch and retract as characters move away from or
approach a light source, is also included, as is an
incomparable AI system. However, technology is a
means to an end, and with the extended engine
development, the obvious question is, have the
design and technology been able to evolve in
tandem? The game actually started development in
early 1997, and much has happened in the 3D genre
since then, including immersive stories and
interactive environments.
[
page
1
]
[
page
2
]
|
|
|