But know that difference has to do with the concept of "modularizing components"-the AI, physics, and rendering-of a game. In regards to streaming, the key differences between Flare and Gaikai are largely in their architectural approach, and would take an entire article to fully explain (check out the official FAQ if you'd like to learn more). Flare is kind of a cross between Sony's streaming service and Microsoft's cloud processing stuff. ![]() And in regards to physics? I absolutely love Battlefield 4's environmental destruction, but I've got a hunch it would pale in comparison to something that taps into cloud processing for physics calculations.įinally, there's Square Enix and Project Flare. Imagine playing a fighting game in which an AI opponent learns your style and adjusts its technique based on your movesets. ![]() ![]() Drivatars are great, to be sure, but that's only the beginning. In theory, cloud processing-in this case, the offloading of some AI and physics calculations onto a remote server-has lots of exciting possibilities.
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