JE Sawyer on the Velocity Engine

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Saint_Proverbius
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JE Sawyer on the Velocity Engine

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While browsing through the <A href="http://feedback.blackisle.com/forums/fo ... >Lionheart forum</a> on the <A href="http://feedback.blackisle.com/">BIS Forums</a>, I noticed that <b>JE Sawyer</b> mentioned what's good about the engine <a href="http://lionheart.blackisle.com/">Lionheart</a> will be using. Here's what he had to say:<br><br><blockquote>We don't have any plans to (that I know of), but I really do think the engine is quite versatile. These are the things I really like about the Velocity Engine:<br><br>* You can run an "editor" version of the EXE which is fully functional, but also gives you level run-time access to the editor. This is really terrific. You can move around objects, swap out scripts, and change object properties while the level is running.<br><br>* From what I can tell, it's almost entirely script-driven. There are drawbacks to this, but it makes the engine very flexible.<br><br>* The engine is 2D, but gets around a lot of the traditional 2D problems.<br><Br>1) It uses software anti-aliasing. This smooths the edges of sprites into the background, removing the pixelated edge that you often notice in Icewind Dale (look at a screenshot of a dark character standing in the snow for a good example of this). A lot of the press folk looking at the game thought it was running at a much higher resolution than it actually was.<br><br>2) The graphic data files are .jpgs with an excellent compression:quality ratio. They take up very little space, which is often a big concern for 2D games.<br><br>3) The character models and animations are 3D. Animations traditionally take up a lot of storage space because you have to save off every frame to a separate 2D image and play it back like a flip-book. The character models in Lionheart are rendered in 3D, then put in the scene as a 2D image, so the main memory hit is in RAM.<br><br>* The engine has been used in at least three very different games: Zax, Ricochet, and Star Trek: Away Team. Whether you liked those games or not, they do show that the developers can easily modify the engine for a number of different roles.<br><br></blockquote>Now if only <b>JE</b> could say what he didn't like about the engine, because that's what I'm more interested in hearing than anything else. It's a neat looking engine, but surely there are faults as well.<br><br>However, it is interesting that the engine has built in editting capabilities. Let's hope they leave those in there.
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