Assassin's Creed
3D Game Comparison - Game vs. game. No hype; just facts.™
(Difference between revisions)
Revision as of 12:03, 6 February 2010 (edit) Eep² (t|c) {{game |year= 2008 |genre=action-adventure |publisher=Ubisoft |developer=Ubisoft Montreal |engine=Scimitar }} ==Engine== * collision detection: see physics * lighting: [[d... ← Previous diff |
Current revision (13:35, 9 March 2010) (edit) (undo) Eep² (t|c) move basic character info into table |
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{{game | {{game | ||
- | |year= 2008 | + | |year=2008 |
|genre=action-adventure | |genre=action-adventure | ||
|publisher=Ubisoft | |publisher=Ubisoft | ||
|developer=Ubisoft Montreal | |developer=Ubisoft Montreal | ||
|engine=Scimitar | |engine=Scimitar | ||
+ | |character=Altair | ||
+ | |character description=assassin | ||
}} | }} | ||
- | ==[[Engine]]== | + | ==[[Effects]]== |
- | + | ||
- | * [[collision detection]]: see [[#physics|physics]] | + | |
- | * [[lighting]]: [[dynamic light|dynamic]], [[colored light|colored]], [[vertex lighting|vertex]] & [[lightmap]]; [[coronas]], [[flickering]]; [[fire]], [[windows]] | + | |
* [[particle effects]]: [[debris]], [[dust]], [[hay]], [[leaves]], [[mist]], [[smoke]], [[splash]], [[steam]], [[swarms]] (birds, insects) | * [[particle effects]]: [[debris]], [[dust]], [[hay]], [[leaves]], [[mist]], [[smoke]], [[splash]], [[steam]], [[swarms]] (birds, insects) | ||
* [[reflection]]: floors (marble, metal), most metallic surfaces, walls (marble only?), [[water]] (+ [[puddles]]), [[#Inventory|weapons]]; [[pixel shaders]]; see environmental texture mapping | * [[reflection]]: floors (marble, metal), most metallic surfaces, walls (marble only?), [[water]] (+ [[puddles]]), [[#Inventory|weapons]]; [[pixel shaders]]; see environmental texture mapping | ||
* [[shadows]]: [[vertical angle adjustment]], [[shadow fading|fading]]; NPCs, moving objects, [[clouds]] | * [[shadows]]: [[vertical angle adjustment]], [[shadow fading|fading]]; NPCs, moving objects, [[clouds]] | ||
* [[skeletal animation]] | * [[skeletal animation]] | ||
- | * [[texture]]: 32-[[bit depth]] | ||
- | ** [[texture filtering|filtering]]: [[bi-]]/[[trilinear]] | ||
- | ** [[texture mapping|mapping]]: [[bumpmapping|bump]], [[environment mapping|environment]], [[mipmapping|mip]] | ||
- | ** [[decals]]: blood | ||
* [[transparency]]: [[fire]], [[glass]], [[light beams]], [[projectile trails]], [[smoke]], [[steam]], [[water]] | * [[transparency]]: [[fire]], [[glass]], [[light beams]], [[projectile trails]], [[smoke]], [[steam]], [[water]] | ||
* other: [[blurring]], [[depth of field]], pixel/[[vertex shaders]] (reflections) | * other: [[blurring]], [[depth of field]], pixel/[[vertex shaders]] (reflections) | ||
- | ==atmospheric/environmental [[effects]]== | + | ==atmospheric/environmental== |
* [[dust]]: footsteps, [[impacts]], light beams | * [[dust]]: footsteps, [[impacts]], light beams | ||
* [[lightbeams]]: [[vents]], windows (some) | * [[lightbeams]]: [[vents]], windows (some) | ||
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** [[wind]]: dust, fabric, hay | ** [[wind]]: dust, fabric, hay | ||
* other: [[fire]], [[projectile trails]]; see [[#Engine|particle effects]], [[#physics|physics]], and [[#Other|sound]] | * other: [[fire]], [[projectile trails]]; see [[#Engine|particle effects]], [[#physics|physics]], and [[#Other|sound]] | ||
+ | |||
+ | ===[[lighting]]=== | ||
+ | * [[dynamic light|dynamic]], [[colored light|colored]], [[vertex lighting|vertex]] & [[lightmap]] | ||
+ | * [[coronas]], [[flickering]] | ||
+ | * [[fire]], [[windows]] | ||
===[[physics]]=== | ===[[physics]]=== | ||
* engine: [[Havok]] | * engine: [[Havok]] | ||
* [[gravity]]: player, NPCs | * [[gravity]]: player, NPCs | ||
- | * [[friction]], [[inertia]], [[momentum]], [[weight]] | + | * [[friction]], [[inertia]], [[momentum]], [[weight]] (see [[#interaction|breakable objects]]) |
- | * weight: see [[#interaction|breakable objects]] | + | * [[collision detection]] |
- | * [[hay stacks]] bounce when jumped into and out of | + | ** [[hay stacks]] bounce when jumped into and out of |
+ | ** [[swaying fabric]] | ||
+ | ** [[swinging lights]]/[[swinging signs|signs]] | ||
* [[ragdoll bodies]] | * [[ragdoll bodies]] | ||
- | * [[swaying fabric]] | + | |
- | * [[swinging lights]]/[[swinging signs|signs]] | + | ===[[texture]]=== |
+ | * [[bit depth]]: 32 | ||
+ | * [[texture filtering|filtering]]: [[bi-]]/[[trilinear]] | ||
+ | * [[texture mapping|mapping]]: [[bumpmapping|bump]], [[environment mapping|environment]], [[mipmapping|mip]] | ||
+ | * [[decals]]: blood | ||
==[[Character]]== | ==[[Character]]== | ||
===[[player character]]=== | ===[[player character]]=== | ||
- | * character: [[Altair]], an [[assassin]] | ||
* [[blinking]], [[facial animation]], [[idle animations]] (stretch) | * [[blinking]], [[facial animation]], [[idle animations]] (stretch) | ||
* [[footsteps]]: [[dirt]], [[gravel]], [[metal]], [[sand]], [[stone]], [[tile]], [[water]], [[wood]] | * [[footsteps]]: [[dirt]], [[gravel]], [[metal]], [[sand]], [[stone]], [[tile]], [[water]], [[wood]] |
Current revision
Contents |
Wikipedia:Assassin's Creed | }} | |
---|---|---|
year | 2008 | |
genre(s) | action-adventure | |
developer(s) | Ubisoft Montreal | |
publisher(s) | Ubisoft | |
engine | Scimitar | |
Character | ||
name | Altair |
Effects
- particle effects: debris, dust, hay, leaves, mist, smoke, splash, steam, swarms (birds, insects)
- reflection: floors (marble, metal), most metallic surfaces, walls (marble only?), water (+ puddles), weapons; pixel shaders; see environmental texture mapping
- shadows: vertical angle adjustment, fading; NPCs, moving objects, clouds
- skeletal animation
- transparency: fire, glass, light beams, projectile trails, smoke, steam, water
- other: blurring, depth of field, pixel/vertex shaders (reflections)
atmospheric/environmental
- dust: footsteps, impacts, light beams
- lightbeams: vents, windows (some)
- shards: ceramic, wood
- smoke: burnt rubble, cauldrons, chimneys, fire, incense burners
- steam: animus underfloor machinery, vents
- water: puddles, splash, spray
- weather: fog/haze
- clouds (moving)
- wind: dust, fabric, hay
- other: fire, projectile trails; see particle effects, physics, and sound
lighting
physics
- engine: Havok
- gravity: player, NPCs
- friction, inertia, momentum, weight (see breakable objects)
- collision detection
- hay stacks bounce when jumped into and out of
- swaying fabric
- swinging lights/signs
- ragdoll bodies
texture
Character
player character
- blinking, facial animation, idle animations (stretch)
- footsteps: dirt, gravel, metal, sand, stone, tile, water, wood
- moves: climb, drop, grab, jump, punch, run, sprint (arms in/out), throw, walk
- view: 3rd-person (1st-person in "eagle vision"--blurred, distorted colors)
- pan: keyboard/mouse (+ vehicles)
- pain: black & white, flickering red
NPCs
AI
- friendly NPCs help player by blocking enemy NPCs
- object impact reaction
- pigeons fly away when approached
Environment
- levels: 7 memory blocks, 5 cities, 1 kingdom
- location: Middle East, 1191 AD during the Crusades, cities (Acre, Damascus, Jerusalem, Masyaf; ~500m² each), coast, Arsuf; 2012 corporate building
- cutscenes: yes
- level editor: no
- puzzles: climb view points, destroy merchant stands, eavesdrop, interrogate, pick pockets, kill people, save citizens
- traps/hazards: drowning, falling, getting cut/hit
interaction
- break: bowls, crates, merchant stands, pots (flower, normal), stools, vases, watermelons (some)
- move: bows (dead enemies only), incense burners, people, swords (dead enemies only); see breakable objects
- ride: horses
- throw: knives, people
- other: activate (computers, keypads); see physics
Inventory
Other
- sound: stereo, multi-channel (2, 4, 4.1, 5.1)