the dead rising wooden bench is the greatest prop of all time
Jesus christ it's true. Stip0 won't stop making videos about DR1 until he's compared every line of code, every texture and model, and every follicle of hair on Frank's head with the E3 pre-alpha builds
And I love him for it.
The MT Framework engine is a genuinely amazing bit of kit. A really, really flexible engine that Capcom used for almost every game on the 7th gen consoles, and a number of 8th gen games (Monster Hunter: World being the most recent I think).
It's got a lot of interesting stuff going on as it scales really, really well. Being able to run on the consoles themselves with respectable performance (even in higher speed games like DMC 4 the console versions still felt pretty fine) whilst looking good, but also being able to scale up to the highest end of PCs at the time. It was good enough that Lost Planet and DMC 4 were used as a benchmark for quite a few years due to them offering DX10 (lmao) features when very few other engines were at the time.
I can only assume it's a total fucking mess internally though as all of the data that defines objects is the weird bastard XML that you see briefly in the video where nodes are named after their internal data types (f32, s8/16/32, etc. for floating point, byte, short, integer and long datatypes respectively) rather than having meaningful names. I spent some time last year pulling apart the Dragons Dogma file format as a pet project and it's just weird why they went with that.
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