Two Worlds II Antaloor Post #17

A seventeenth Two Worlds II Antaloor Post newsletter is now available, with this latest entry containing information about the game's physics system, a logbook from the perspective of one of the game's characters, an article-style interview with Reality Pump CEO Mirek Dymek, and more. From the interview:
We designed our engine in such a way that it matches the demands of the game! In actual practice, we take state-of-the-art PC techniques and port them for an individual console platform. Then come the optimizing processes, which in turn are divided into several work steps. When we're finished, we have effects that function just as well on a console as on the PC. Realizing all this, however, takes an awful lot of passion and hard work. We took on this challenge - and now we have radically new, technical benchmarks on the consoles - benchmarks which don't have to hide behind a PC. And many PC game magazine editors who tried out the console versions agree with us on that point. We have a high frame rate, no judders, and no tearing. They're all great to watch!

Right from the outset, we established three separate task forces for the PC, Xbox 360 and PS3 platforms. This enabled us to take each platform's individual technical characteristics into account and - in particular - to address the strengths of each system. Thanks to this strategy, we have now console versions which don't differ in any way from the PC version, apart from the reduced resolution of course.(