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Sharky Extreme : August 28, 2008





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We know you're famed for 3D engines, how will your new engine stand up against the likes of the Unreal, Quake2 et al?

Nocturne blows away Quake II and Unreal. It has real time lighting. Every polygon in the environment casts a shadow on every other polygon in real time through every light source. (Phew!) All the game characters are stuck down to the ground via perfect shadows. Unless they are hovering, or are spectral...
Are there any special features that the 3D engine is capable of? Are there any 'first-time ever' type features (Volumetric fog etc..?)

Real time shadows is a first. Also volumetric fogging is a first. People have claimed to do both in the past, but you'll see why we call them a first in Nocturne.
What sort of 3D accelerator would be optimal? Do you have any favorites?

Nocturne does not require a hardware accelerator, but it is strongly recommended. You'll need something capable of 32-bit color acceleration, like a Matrox G200, S3 Savage 3D, or Riva TNT.
Will there be a demo released to try before you buy? Is there an ETA for it? that likely?

There will be a demo before we ship. We're very confident that you'll buy the game after playing the demo.
Is there an ETA for Nocturne's release?

ETA: Halloween 1999

Developed By: Terminal Reality Inc
Published By: g.o.d.
3D Card support: Yes
Multiplayer Support: Yes
Web Site: www.terminalreality.com
E.T.A: Q4 1999







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