<div id="post_message_554899"> Quote:
Originally Posted by Utnayan
One thing I heard that I never knew if it was true or not, that the engine behind EQ was designed originally to be an online tank simulator. After it was retuned, it was used for EQ. Because of that, there were unavoidable instances where pathing would be impossible or bugged. Such as places like Unrest and Plane of Hate with Z Axis problems. Which later plagued EQ for a while even though designers did a pretty good job of overcoming some of them.
More precisely, SISA (the company at the time which became 989, and then we spun off into our own company Verant, and then were later bought by SOE) licensed the Pyrotechnics engine for various games. We used it, the Tanarus (the old tank game) network code, and an old level editor that was made for Spawn PC, to start work on EQ. The code based then evolved and by launch had little Pyrotechnics code in it, and by now I'm sure has none.
Similar to Vanguard, where we used Unreal to get us a head start.
The z axis problems has more to do with our pathing AI, which if I recall correctly, was coded in-house and not part of the licensed engine.
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