Two Worlds II Antaloor Post #12

A twelfth Two Worlds II Antaloor Post newsletter is now available, with this latest entry featuring a technical Q&A with Reality Pump CEO Mirek Dymek, a profile of the crab, details about the contaminated “Swallows” area, and more. From the Q&A:

AP: How detailed is the physics simulation? Will it give us more than just new optical effects?

Mirek: We are still using the PhysiX engine, because the possibilities it creates, plus its sheer efficiency match our requirements perfectly. Don’t forget that we already had lots of experience with PhysiX – and that’s also proving beneficial to us right now. All the expertise we’ve gained allows us to use almost every one of the PhysiX elements – and this has taken (Two Worlds II( into a new dimension, one in which the player can also experiment a lot more with the world and the objects in it. Thanks to this sophisticated physics system, tasks can be solved in widely differing ways – and of course all of Antaloor is much more realistic. In comparison to its predecessor, (Two Worlds II( is much more interactive – individual elements interact with one another. This applies to simple items like chests and barrels, but also to sailing boats and spells with physical effects, like a cyclone, for example. The physics system also affects the seemingly small and innocuous things in the game; ropes, chains, items of clothing and even the hair of the characters – all these things move in a truly realistic manner and react to exterior influences.

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