Thread:Sammyfun1/@comment-3187795-20120320015347/@comment-4743869-20120321002621

Thanks. but I have it under control. Havoc allows more objects to interact with and more intricately. You see everything, and I mean everything in CS can be thrown, pushed over, and broken. This isn't just a dozen objects, it's everything from the staplers on the desk to the desk themselves. And a fully dynamic enviorment is no easy task. It's only been until now that we have processing power capable of tracking everything in an enviorment and still be able to have enough room for the game. In fact the entire team took months- MONTHS- to make picking up a chair look natural. We've blended code driven animation with mo-cap. We assigned a number of invisible handles on objects. So when you go and pick up said object, the game will choose the best handles to use and then generates an animation from there. All of this allows smooth fluid animations that look NATURAL, it also takes up a lot of space and may not be something UDK can handle.

Now that I'm talking about the game, I might as well go into the lighting and stuff like that. The lighting will use Ambient Occlusion which darkens a region if it's blocked from direct light. It also uses indirect lighting.