Operation Sports - Press Row Podcast: NBA Live 14 Gameplay with Scott O’Gallagher
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go back and look at live 10 and elite and tell me what was the same between the two..other then the name EA lol, the controls, presentation, graphics, gameplay style all was different..elite fail because they try to do something new and didn't work..periodComment
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exactly smh..if was built from 10 it would have had something that remind you of 10 and it didn't so whateve lol..they can say what they wantComment
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Re: Operation Sports - Press Row Podcast: NBA Live 14 Gameplay with Scott O’Gallagher
Im pretty sure they would've brung back a lot of animations from 10 but they couldn't because those wouldn't work with the new engine. Even the dribble moves wasn't the same cause it was canned in 10.Comment
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Re: Operation Sports - Press Row Podcast: NBA Live 14 Gameplay with Scott O’Gallagher
I don't really care because all it was, was a turd that died.Comment
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Operation Sports - Press Row Podcast: NBA Live 14 Gameplay with Scott O’Galla...
Man, I come here thinking I'll see some good, new discussion based on the podcast and all I get is some *** backwards engine talk. Lmao.Originally posted by J. ColeFool me one time that's shame on you. Fool me twice can't put the blame on you. Fool me three times, **** the peace sign, load the chopper let it rain on you.
Twitch: https://www.twitch.tv/os_scoobysnax/profileComment
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Re: Operation Sports - Press Row Podcast: NBA Live 14 Gameplay with Scott O’Galla...
unfortunately its rocket science for a few posters in this thread.. they haven't a clue what a engine is..NBA Live is the epitome of Cancel Culture..
Originally posted by Dounte/MLBNFLNBALGSI'd be the first to call myself a hypocrite.
"Just know no matter who you are, the right system could turn a role player to a superstar." - Joe Budden
All Pro Football 2K8 Uniform CodesComment
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Re: Operation Sports - Press Row Podcast: NBA Live 14 Gameplay with Scott O’Gallagher
There seems to be some confusion about game engines and physics simulations for that matter.
First a game engine is just a framework of different systems for a game. An engine is a basis for the game. The rendering system, animation, physics, audio, and other parts of a game are all parts of the engine. Rewriting one or two of these systems does not make it a new engine, simply an upgrade. A new game engine is when you retool and rewrite a majority of your systems over again.
In Elite 11's case, they rewrote the animation and physics systems; this doesn't mean it's a new game engine. It still used the framework of Live 10 for all other things in the game.
Few development teams actually use a new engine for each new game. It is first of all time-consuming and second of all there is no need to do so. If you want to fix a part of your game you simply rewrite that aspect. Most games now a days say they have a new engine when this is simply not true. They more than likely rewrote some components of the engine.
On Elite 11 again, my observation on why the game had very funky animations was because they more than likely used new skeleton model for the characters and simply didn't reanimate the animations from past years using that model of reference. Probably because they didn't have enough time to redo all the animations and where just trying to set a foundation for the next year.
Anyways; lets see some game play, it's been too long without an NBA Live game.Comment
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Re: Operation Sports - Press Row Podcast: NBA Live 14 Gameplay with Scott O’Gallagher
There seems to be some confusion about game engines and physics simulations for that matter.
First a game engine is just a framework of different systems for a game. An engine is a basis for the game. The rendering system, animation, physics, audio, and other parts of a game are all parts of the engine. Rewriting one or two of these systems does not make it a new engine, simply an upgrade. A new game engine is when you retool and rewrite a majority of your systems over again.
In Elite 11's case, they rewrote the animation and physics systems; this doesn't mean it's a new game engine. It still used the framework of Live 10 for all other things in the game.
Few development teams actually use a new engine for each new game. It is first of all time-consuming and second of all there is no need to do so. If you want to fix a part of your game you simply rewrite that aspect. Most games now a days say they have a new engine when this is simply not true. They more than likely rewrote some components of the engine.
On Elite 11 again, my observation on why the game had very funky animations was because they more than likely used new skeleton model for the characters and simply didn't reanimate the animations from past years using that model of reference. Probably because they didn't have enough time to redo all the animations and where just trying to set a foundation for the next year.
Anyways; lets see some game play, it's been too long without an NBA Live game.
Webster's Dictionary defines a 'game engine' as 'the wordLast edited by Jay Jay; 10-14-2013, 11:35 PM.Comment
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Re: Operation Sports - Press Row Podcast: NBA Live 14 Gameplay with Scott O’Gallagher
I don't understand this. Your confusing systems of a game and what a engine really is. All engines do work the same. They all have rendering system, physics systems, animation systems, audio systems, and so on. They all have the same components to them. Yes, CryEngine3 has it own physics systems and so does every other game engine. Crytek gives developers their tools and code to implement it into the game if they chose to do so. Just because Crytek gives the developers the option to do so, it doesn't mean developers have to use their physics system. As for the RAGE engine, Rockstar could have written their own physics and animation systems but chose to use the Euphoria SDK for their game because it saved them time, not because the RAGE doesn't have a physics engine.Comment
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Re: Operation Sports - Press Row Podcast: NBA Live 14 Gameplay with Scott O’Gallagher
All engines don't work the same tho. For instance cry engine 3 can reder its own physics and sound and rockstar rage engine need help from 3 party like natural motion euphoria animation engine. Everything is not all ways built in the main engine witch causes some to get
Webster's Dictionary defines a 'game engine' as 'the word
Sometimes less is better.
You really should argue less and just accept that you really are off base on this one.Comment
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Re: Operation Sports - Press Row Podcast: NBA Live 14 Gameplay with Scott O’Gallagher
I don't understand this. Your confusing systems of a game and what a engine really is. All engines do work the same. They all have rendering system, physics systems, animation systems, audio systems, and so on. They all have the same components to them. Yes, CryEngine3 has it own physics systems and so does every other game engine. Crytek gives developers their tools and code to implement it into the game if they chose to do so. Just because Crytek gives the developers the option to do so, it doesn't mean developers have to use their physics system. As for the RAGE engine, Rockstar could have written their own physics and animation systems but chose to use the Euphoria SDK for their game because it saved them time, not because the RAGE doesn't have a physics engine.
Im doneLast edited by Jay Jay; 10-14-2013, 11:52 PM.Comment
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