The cavs set a new finals record with 86 first half points, previously held by boston (79)... unreal, i hope they keep this pace up so the Warriors will question themselves a little bit for game 5
Haven't seen the first quarter but since i've been watching the warriors get a lot of calls for them + green not being ejected
Posted that when it looked like Green was getting ejected at first. Seems the officials realized what they were about to do since they changed the first technical foul to Kerr.
I'm reading an article about the new Mass Effect and how EA basically rammed the Frostbite engine down Bioware's throats. A few of the problems they're talking about sound a lot like FIFA stupidity.
Over the past few years, one of BioWare's biggest obstacles has also become one of EA's favourite buzzwords: Frostbite, a video game engine. An engine is a collection of software that can be reused and recycled to make games, often consisting of common features: a physics system, a graphics renderer, a save system, and so on. In the video game industry, Frostbite is known as one of the most powerful engines out there — and one of the hardest to use.
Developed by the EA-owned studio DICE, Frostbite is capable of rendering gorgeous graphics and visual effects, but when BioWare first started using it, in 2011, it had never been used to make role-playing games. DICE made first-person shooters like Battlefield, and the Frostbite engine was designed solely to develop those games. When BioWare first got its hands on Frostbite, the engine wasn't capable of performing the basic functions you'd expect from a role-playing game, like managing party members or keeping track of a player's inventory. BioWare's coders had to build almost everything from scratch.
(Over the past few months I've heard a great deal about Frostbite's challenges. In August of last year, I went to BioWare Edmonton's studio and interviewed many of the leads on Dragon Age: Inquisition for my book, which tells the full story of that game. In short, they had a very, very hard time.)
By the time BioWare entered pre-production on Mass Effect: Andromeda, the Dragon Age: Inquisition team had built some of the tools that they'd need to make an RPG, but not all of them. Engineers on Andromeda had to design many of their own features from scratch, including their animation rig. "Frostbite is wonderful for rendering and lots of things," said a person who worked on the game. "But one of the key things that makes it really difficult to use is anything related to animation. Because out of the box, it doesn't have an animation system." (Frostbite was later attached to an animation system called ANT, that source said, but it was full of "duct-taped issues.")
While describing Frostbite, one top developer on Mass Effect: Andromeda used the analogy of an automobile. Epic's Unreal Engine, that developer said, is like an SUV, capable of doing lots of things but unable to go at crazy high speeds. The Unity Engine would be a compact car: small, weak, and easy to fit anyplace you'd like. "Frostbite," the developer said, "is a sports car. Not even a sports car, a Formula 1. When it does something well, it does it extremely well. When it doesn't do something, it really doesn't do something."
"Whenever you're trying to do something that fits the engine — vehicles, for example — Frostbite handles that extremely well," the developer said. "But when you're building something that the engine is not made for, this is where it becomes difficult." Designing the large maps of Andromeda's planets became a struggle on Frostbite, where the maximum size of a map was initially 100 by 100 kilometers. The Andromeda team needed their maps to be way bigger than that. Other struggles included the streaming system, the save system, and various action-RPG mechanics that Andromeda needed in order to work.
"It's been painful," said a developer. "The pain started with Dragon Age: Inquisition and continued on with Andromeda as well."
This line in particular defines FIFA to a tee though and wouldn't surprise me if this is the FIFA studios as we speak...and they're also in Montreal along with Bioware Montreal, right?
For the last few months of the game, we spent most of our effort just trying to keep it together rather than polishing,” said an Andromeda developer. “Just trying to stay ahead of how quickly it was falling apart.”
So basically FIFA's running on an engine designed for FPS's...
...at least the old Ignite engine was actually designed for sports games.
No wonder the game's so messed up these days...
FIFA has had a lot of the same issues for a while now though. The defenders tripping each other or the bs pens etc have been in the game since FIFA 12 so I don't think the issues in 17 are particularly down to the Frostbite Engine.
In fact, the game has much less bugs than it used to. I just think the mechanics have become a bit too complex to keep track of all the weird ❤️❤️❤️❤️ that happens.
FIFA has had a lot of the same issues for a while now though. The defenders tripping each other or the bs pens etc have been in the game since FIFA 12 so I don't think the issues in 17 are particularly down to the Frostbite Engine.
In fact, the game has much less bugs than it used to. I just think the mechanics have become a bit too complex to keep track of all the weird **** that happens.
At this point I'm pretty sure EA hires the worst animators on purpose , some of the animations in this game are comically bad
We should learn more about fifa 18 tonight EA's E3 press conference is at 8
With the FIFA reveal at 9 or 10.
It's not even E3, it's their own event called "EA PLAY"...
BTW, there's going to be FIFA 18 stations there. We might get some leaked gameplay footage.
FIFA has had a lot of the same issues for a while now though. The defenders tripping each other or the bs pens etc have been in the game since FIFA 12 so I don't think the issues in 17 are particularly down to the Frostbite Engine.
In fact, the game has much less bugs than it used to. I just think the mechanics have become a bit too complex to keep track of all the weird **** that happens.
At this point I'm pretty sure EA hires the worst animators on purpose , some of the animations in this game are comically bad
loool.
Tbf, we give this game a lot of crap but I recently watched a youtube compilation on the evolution of FIFA and it really has come a long way.
FIFA has had a lot of the same issues for a while now though. The defenders tripping each other or the bs pens etc have been in the game since FIFA 12 so I don't think the issues in 17 are particularly down to the Frostbite Engine.
In fact, the game has much less bugs than it used to. I just think the mechanics have become a bit too complex to keep track of all the weird **** that happens.
At this point I'm pretty sure EA hires the worst animators on purpose , some of the animations in this game are comically bad
loool.
Tbf, we give this game a lot of crap but I recently watched a youtube compilation on the evolution of FIFA and it really has come a long way.
That's true, playing older fifas nowadays is the worst, the game was so static up until fifa 13 or something
Comments
inb4 cavs lose this game
Haven't seen the first quarter but since i've been watching the warriors get a lot of calls for them + green not being ejected
Posted that when it looked like Green was getting ejected at first. Seems the officials realized what they were about to do since they changed the first technical foul to Kerr.
This looks so good, Marvel are on one right now
Not really interested they will probably be 81> And will only be usefull with nation teams
dont worry, they will get random 90+ rated tots
Developed by the EA-owned studio DICE, Frostbite is capable of rendering gorgeous graphics and visual effects, but when BioWare first started using it, in 2011, it had never been used to make role-playing games. DICE made first-person shooters like Battlefield, and the Frostbite engine was designed solely to develop those games. When BioWare first got its hands on Frostbite, the engine wasn't capable of performing the basic functions you'd expect from a role-playing game, like managing party members or keeping track of a player's inventory. BioWare's coders had to build almost everything from scratch.
(Over the past few months I've heard a great deal about Frostbite's challenges. In August of last year, I went to BioWare Edmonton's studio and interviewed many of the leads on Dragon Age: Inquisition for my book, which tells the full story of that game. In short, they had a very, very hard time.)
By the time BioWare entered pre-production on Mass Effect: Andromeda, the Dragon Age: Inquisition team had built some of the tools that they'd need to make an RPG, but not all of them. Engineers on Andromeda had to design many of their own features from scratch, including their animation rig. "Frostbite is wonderful for rendering and lots of things," said a person who worked on the game. "But one of the key things that makes it really difficult to use is anything related to animation. Because out of the box, it doesn't have an animation system." (Frostbite was later attached to an animation system called ANT, that source said, but it was full of "duct-taped issues.")
While describing Frostbite, one top developer on Mass Effect: Andromeda used the analogy of an automobile. Epic's Unreal Engine, that developer said, is like an SUV, capable of doing lots of things but unable to go at crazy high speeds. The Unity Engine would be a compact car: small, weak, and easy to fit anyplace you'd like. "Frostbite," the developer said, "is a sports car. Not even a sports car, a Formula 1. When it does something well, it does it extremely well. When it doesn't do something, it really doesn't do something."
"Whenever you're trying to do something that fits the engine — vehicles, for example — Frostbite handles that extremely well," the developer said. "But when you're building something that the engine is not made for, this is where it becomes difficult." Designing the large maps of Andromeda's planets became a struggle on Frostbite, where the maximum size of a map was initially 100 by 100 kilometers. The Andromeda team needed their maps to be way bigger than that. Other struggles included the streaming system, the save system, and various action-RPG mechanics that Andromeda needed in order to work.
"It's been painful," said a developer. "The pain started with Dragon Age: Inquisition and continued on with Andromeda as well."
This line in particular defines FIFA to a tee though and wouldn't surprise me if this is the FIFA studios as we speak...and they're also in Montreal along with Bioware Montreal, right?
Ramires!
...at least the old Ignite engine was actually designed for sports games.
No wonder the game's so messed up these days...
Referees last night..
In fact, the game has much less bugs than it used to. I just think the mechanics have become a bit too complex to keep track of all the weird ❤️❤️❤️❤️ that happens.
At this point I'm pretty sure EA hires the worst animators on purpose , some of the animations in this game are comically bad
With the FIFA reveal at 9 or 10.
It's not even E3, it's their own event called "EA PLAY"...
BTW, there's going to be FIFA 18 stations there. We might get some leaked gameplay footage.
loool.
Tbf, we give this game a lot of crap but I recently watched a youtube compilation on the evolution of FIFA and it really has come a long way.
Unreal
For once Pele is right
That's true, playing older fifas nowadays is the worst, the game was so static up until fifa 13 or something