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Ubisoft use AGEIA physics engine for splinter Cell 5?

It does not stop with surprising news today. Thus we follow for quite some time long a certain mysterious ' splinter Cell 5 ' note on the partner page of AGEIA, a supplier of software for artificial gravitation (physics) in games. These rakkers have a number lijstjes with which titles use their software. Crazy enough stands in the lijstje van Ubisoft beside Ghost Recon: Advanced Warfighter and Killing Day: ' splinter Cell 5 '. Yes, 5. Even if particle 4 must end up still for the Xbox 360 beginning 2006. is this crazy? In itself not, since most of the splinter Cell titles is parallel developed in two different studios. Early product? Perhaps.

Link
 
DopeyFish said:
splinter cell 5? 4 isn't even out yet

There are 2 teams that work on Splinter Cell. I assume 4 is being worked on by the Pandora Tomorrow team and is going to be crappy.
 
mind you i don't really care if splinter cell games come so fast (first game came out 3 years ago... actually 33 months ago) and we're already talking about splinter cell 5.

Splinter Cell 1 and 3 have been great games while pandora tomorrow was good. I don't really mind if they keep giving us quality titles like splinter cell 1 and 3.

Mrbob said:
SC4 pass.

SC5 get.

i think blim said splintercell 4 was being worked on by montreal studio (?)
 
fortified_concept said:
Since Splinter Cell has become more like Madden I say we call this one "Splinter Cell 2006". They do realise one every year, right?

It looks like there will be 2 next year though so..

Splinter Cell 2006
Splinter Cell 2006: The Remix

I love the franchise, but this is way too many, too fast
 
Mythica has signed on for a MMPORPG Warhammer game that uses AGEIA :O

PRESS RELEASE: AGEIA and Mythic Entertainment Sign Licensing Agreement for AGEIA physX Technology
Press release supplied by Games Press 16:51 25/08/2005

MOUNTAIN VIEW, Calif. – August 25, 2005 – AGEIATM Technologies, Inc., the pioneer in hardware-accelerated physics for games, and Mythic Entertainment, developer and publisher of massively-multiplayer online role-playing games including Dark Age of Camelot, today announced a publisher-wide licensing agreement in which Mythic can fully exploit the power of AGEIA physXTM technology in developing its massively-multiplayer online role playing games (MMORPG).

Mythic will make extensive use of the AGEIA physX SDK in developing its upcoming MMORPG based on the legendary Warhammer fantasy world. One of the most enduring fantasy games in history, Warhammer will be released as an MMO for the first time in 2007. Players who have PCs equipped with the AGEIA physX processor will experience never-before-seen levels of online immersiveness, along with stunning effects and rich interactivity.

"At Mythic, we strive to continually upgrade our technology and improve the game experience for our online communities, and AGEIA's physX technology adds a new dimension that will make Warhammer an incredible online adventure," said Mark Jacobs, president and CEO of Mythic Entertainment. "With this agreement with AGEIA, we're confident that we can continue to surprise and challenge our customers with new levels of immersion and realism in all of our upcoming titles."

"Mythic Entertainment is a proven leader in the rapidly growing market for online games, and an excellent partner for introducing AGEIA physX technology to this target audience," said Kathy Schoback, vice president of content acquisition at AGEIA. "With the dedication and talent of the Mythic team, we have high expectations for what they can achieve with Warhammer using the AGEIA physX SDK and the AGEIA physX processor."

The AGEIA physX processor is the first and only dedicated physics processor on the market, and provides gamers with a much greater depth of physical interactivity than software-only physics. Developers and publishers who license the AGEIA physX SDK can create environments and effects that far surpass anything previously available in games. The AGEIA physX processor will be available on PC add-in boards in late 2005.
 
I think is this a news surprise we did not expect, particle 4 is not within our breast but we see yet more rakkers of particle 5 in we must mean they design 2 solvent products on other each. Enough crazy for viewers to see it crazy.
 
Lots of people are signing up with Aegeia now, Rise of Legends uses it as well. They must charge a lot less then Havok for their physics licensing.
 
Lakitu said:
I think is this a news surprise we did not expect, particle 4 is not within our breast but we see yet more rakkers of particle 5 in we must mean they design 2 solvent products on other each. Enough crazy for viewers to see it crazy.

... the hell?
 
Schafer said:
Lots of people are signing up with Aegeia now, Rise of Legends uses it as well. They must charge a lot less then Havok for their physics licensing.
or because it's got a physics ppu coming out that is tailor made for the sdk, allowing thr realistic chance of high spec ps3 games being ported to pcs with the ppu installed? So that users don't you know, need ten dual core p4's just to run the thing.
 
Schafer said:
There are 2 teams that work on Splinter Cell. I assume 4 is being worked on by the Pandora Tomorrow team and is going to be crappy.

Because God knows Pandora Tommorow was crappy. Oh wait, that's right. It totally wasn't.
 
BirdySky said:
or because it's got a physics ppu coming out that is tailor made for the sdk, allowing thr realistic chance of high spec ps3 games being ported to pcs with the ppu installed? So that users don't you know, need ten dual core p4's just to run the thing.

The number of users who actually buy a physics PPU is going to be unbelievably tiny, IMO.
 
jetjevons said:
Because God knows Pandora Tommorow was crappy. Oh wait, that's right. It totally wasn't.

Yeah, it was better than the first game, I guess it would be lost on people if they disliked Splinter Cell's style in the first place.
 
PT had a highly forgettable single player mode that was fortunate enough to be paired with a unique multiplayer game (for its time). On the PC version PT looked worse than the original Splinter Cell due to extreme lego shadows (IIRC they took out or disabled the Nvidia specific shadow rendering method in PT).

The multiplayer had its moments though, but much like everything else these days the quality of the experience was dramatically brought down by the "EXTREME!" -ness of its playerbase.
 
Schafer said:
Lots of people are signing up with Aegeia now, Rise of Legends uses it as well. They must charge a lot less then Havok for their physics licensing.

Havok limits the number of clients they take on so as to not exceed their support capabilities. Atleast that is what I remember a developer at B3d saying.
 
Schafer said:
There are 2 teams that work on Splinter Cell. I assume 4 is being worked on by the Pandora Tomorrow team and is going to be crappy.
Actually last I heard SC4 was being worked on mainly by the Annecy team (versus mode on SC2&3). But it's been a long time since I've had news from there :(
 
jetjevons said:
Because God knows Pandora Tommorow was crappy. Oh wait, that's right. It totally wasn't.

I found the single player to be far worse then the original. The level design was just absolute garbage. It played like a cheap fan made mod. The multiplayer on the other hand was a pretty cool concept.
 
I think AGEIA's current popularity is due to their focus on multi-threading physics system, which should fit nicely with next gen console CPUs.
 
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