![]() The scenery runs at a polygon count of 1,200,000 triangles per scene with a damage model based on physical impulses during a collision, in which the vertex basis is deformed. According to Andreas Leicht, product manager at Synetic, creating the "pathfinder" system was the most difficult and time-consuming part of the development cycle. Using an improved version of the Crash Time: Autobahn Pursuit game engine developed for Mercedes-Benz World Racing, Synetic also developed a "pathfinder" system to allow AI controlled vehicles to choose their own route to a destination, so that no two pursuits are the same. ![]() The PC version was released on 7 November 2007. In Europe the game was published by RTL Playtainment, a subsidiary of RTL Television, and was released on 9 May, 2008. The game was developed for the Xbox 360 by Synetic and published in North America by Crave Entertainment with a release date of 5 August, 2008.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |