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Playnet News Break Transcript #2 - 8/3/00

(Transcribed by Sixxo)

The second Playnet News Break audio pseudo-interview, featuring Roger "Frying Tiger" Long, and conducted by Ron "NewzGuy/Flapz" Jackson, was recently available for mass-consumption. This transcript is provided for those that were unable to obtain the MP3 file, or for those that want to have a clearer understanding of what was being said. This is part one of a two-part series.

Ron "NewzGuy" Jackson: Hi everyone, I'm Ron "NewzGuy" Jackson. We begin a two-part interview with the art director at Cornered Rat Software and Playnet, Inc., Roger "Frying Tiger" Long. Roger is among the elite in graphical game design and implementation. You don't see too many posts from him in the newsgroups these days, that's because he spends an enormous amount of time cranking out the kind of graphics that let players suspend their disbelief during gameplay. Roger's plate is more than a little full; he manages a full team of artists working on multiple projects. The project that keeps Frying Tiger glued to his monitor these days is the Herculean effort that's needed to produce World War Two Online. The game will sport a tremendous amount of detail to objects and he's glad for a 'secret weapon' of sorts...

Roger "Frying Tiger" Long: We have the advantage that we have a brand new graphics engine, so the graphics engine we've got here was built in-house by our programmer, John [Kango] Lundy, and it's custom-designed for what we want it to do. It's really cool when we're able to have the guy that wrote the graphics engine right there to answer questions, or if we want a feature, we can just ask him, 'Okay, what would this cost us to add this feature, or, you know, would this be too much of a framerate hit if this got put in,' and stuff like that. Or to have him come and say, 'Oh, I just got this cool idea where I can do x, y, and z,' and we're like, 'Oh wow, I didn't think that was possible!' And that's been happening constantly since this whole thing started, it's just back and forth, having the programmers, the artists, all sort of in the same room, all asking each other for this, that, and the other thing - it's been working out very well. Plus we have the capability of the hardware accelerators which is only very recently been able to be fully utilized because DirectX and OpenGL have come long enough to give the proper tools to allow the acceleration to be worked.

Ron "NewzGuy" Jackson: By the way, John "Kango" Lundy has made sure that the graphics engine is fully capable of utilizing new features put into graphics technology such as OpenGL. If the card designers put in a feature on the card, it will find its way into the World War Two Online graphics engine. Roger says he no longer has to reinvent the wheel for each new object in the game.

Roger "Frying Tiger" Long: Once we come up with a technique for doing something, we can just use the same technique over and over on each vehicle, so generally the largest amount of work comes in making the first vehicle of any type. So the first thing we did was we made a Spitfire... The reason I chose to make the Spitfire first was because it's one of the more complicated shapes we'd be dealing with - elliptical wings, you know, complicated canopy with a bulge on it, narrow cockpit... So the general goal was to pick something that was going to be difficult to do and see if we can get that to work, then with the knowledge and all the tricks that we've learned in making that one, we're making it possible to make the simpler vehicles. And that's pretty much worked out the way we thought it would. Actually, we learned enough from making the Spitfire so that it didn't really require me to do the sort of research level that I was forced to do for the Spitfire, trying to figure out how to do things. That was simple enough so that it was possible for any of the artists to start making any type of vehicle pretty much right off the bat, working with the programmers themselves. So it didn't require me to actually make the tanks myself, I was able to give that to Kevin [Squirm] Rivas, and he was able to work with the programmers himself exactly in the same way I did and come up with the moving tread animations and all that stuff - no problem.

Ron "NewzGuy" Jackson: The biggest challenge so far:

Roger "Frying Tiger" Long: Two things, one is just overall triangle count in each scene, and the other thing has been texture memory.

Ron "NewzGuy" Jackson: What's the toughest challenge; designing terrain or vehicles?

Roger "Frying Tiger" Long: The vehicles are tougher to make accurate; the terrain is tougher to make in general because it has much greater restrictions on what you can do, and it's more complex on the level of how things relate to each other. A vehicle, you can get a blueprint of it; what does a generic French town look like? So they're difficult in different ways. I would say, actually, that the terrain is harder, in my opinion. But I've been doing the vehicles for a long time.

Ron "NewzGuy" Jackson: There's a challenge to designing for exterior and interior scenes:

Roger "Frying Tiger" Long: We've had to do a few special tricks to make sure that the cockpits have enough detail in them, for the instrument panels and things like that, so that they'll look really good when they're seen up that close, and since the instruments have to give you a lot of information, that's really too complicated to have a lot of them for all the other vehicles floating around, so we've had to do some tricks to separate out the interior sections of each vehicle from the exterior and that's mainly because you'll only be seeing your own vehicle to that detail at any particular point in time.

Ron "NewzGuy" Jackson: The entire game is being designed in 3D; only texture maps are 2D. There are tremendous amounts of moving parts in the vehicles and other graphical elements; here's how Roger and his team tackled that problem:

Roger "Frying Tiger" Long: Well, oddly enough because of the previous games that I had worked on, they didn't really have the capability to move anything... that was a technology that was just starting to become possible when we were working on our previous project, and now we actually can use it in the way it was meant to be, the pieces that we need to get stuff rotating are all in place in our software, that we're using to model the aircraft, we just didn't have the ability to use them up until now.

Ron "NewzGuy" Jackson: Roger has seen great leaps in game design during his career. What will World War Two Online belly up to the gaming bar with that has his blood pumping?

Roger "Frying Tiger" Long: It's got to be the complexity of the world. We've managed to get a huge, like, European-sized land mass that's going to be detailed almost down to almost the tree level. You'll be able to go from Berlin to England, and you'll still be able to walk into a farm house in England and you'll be able to go into a French farmhouse or you'll be able to go down the street in Berlin, and have snipers shooting at you out of the window, all using exactly the same technology, and, we can do that, that's just the most incredible thing. It's like I can actually, theoretically, I could actually walk all the way across Europe in our game if I wanted to take the time to do it, you know, running down the roads, going by the railroad tracks walking through town centers and stuff, and there'll be literally thousands, if not hundreds of thousands, of individual objects placed in that terrain and they'll all work.

Ron "NewzGuy" Jackson: Next time, Roger talks about how various graphic elements will affect gameplay - what about the eternal question of frame rates and hardware requirements - all this and more in our next Newsbreak.



Thanks to both Ron "NewzGuy" Jackson and Roger "Frying Tiger" Long for providing us with this great update. We all look forward to part two of this installment of Playnet News Break. For those that would like the original MP3 file, it can be obtained here (3.13 MB).

 

 


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