Heliocon |
04-30-2011 01:18 AM |
Quote:
Originally Posted by David Hayward
(Post 276023)
That's why I never have to worry when I respond to your posts.
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Quote:
Originally Posted by David Hayward
(Post 276113)
Heliocon, look at all the photographs I posted. The real world is not covered in green puke like the WoP world. That is not a subjective view, that is a fact.
There is haze in the distance in the photographs I posted. It is virtually identical to the haze in CoD.
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I agree with you, COD's visuals are in many ways more realistic (although I think they should tweak the color scheme, but it may look perfectly fine when they implement weather). Of the pictures on this page, the last one I can see a haze in, and the first two posted here I see a distinct haze in the distance which while not as obvious as WOP, is definitly there.
http://forum.1cpublishing.eu/showthr...t=22249&page=7
So then the problem comes down to yet again optimization, the "green puke" (which I really dont think is as bad as you say, because its a background technique and very discrete) is a work around for display far off objects. Now in COD you can see further technically, but that doesnt actually mean when your playing in the game, even at full zoom you can make out details that far away. They could easily implement trees at a certain distance as sprites, same with buildings (lots of games do this) and have the speed tree operate only at a distance where you can tell if the tree is a sprite. Same with buildings.
As for collisions while they do have to track each plane, all they need to do is: P=plane, G=ground, A=altitude from nearest ground surface, V=velocity.
Using simple equations they should create a bubble around each aircraft. So trees only receive hitboxes when a plane is within a certain limited distance, adjusted for velocity/speed so a plan flying low speed at low altitude has a larger spherical bubble around it for tree generation BUT a plane diving at high speed would warp/extend the bubble in a direction in order for the game to make required calculations in time for a potential impact (helping to eliminate lag/stutter). I have minimal programming knowledge, as I have said I am more into graphics design, but there are techniques out there that have been used for years to remedy these exact issues. With todays tech it should not be an issue at all, especially the horrible performance over cities. (This is why I was jumping up and down for the later quater of 2010, because I knew there was going to me some major bottlenecks in the game if they wanted to implement everything they said without DX11).
But thank you for the polite reply, so I will pay the same respect back to you.
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