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-   -   CoD vs some other sims that model Kent? (http://forum.fulqrumpublishing.com/showthread.php?t=22249)

David Hayward 04-30-2011 03:15 PM

Quote:

Originally Posted by BigPickle (Post 276416)
As opposed you? Who doesnt even own the game and only comes here to start arguments with people who do own the game.

I'm not starting arguments. The people who come in here whining are the ones starting the arguments.

BigPickle 04-30-2011 03:16 PM

Quote:

Originally Posted by David Hayward (Post 276421)
I have no idea what you are talking about.



I have no idea what point you think I proved, but I have no intention of leaving.

Oh i edited that as you can see because I really cant be arsed to give you anymore excuses to talk.

David Hayward 04-30-2011 03:18 PM

Quote:

Originally Posted by BigPickle (Post 276424)
Oh i edited that as you can see because I really cant be arsed to give you anymore excuses to talk.

In other words, you're talking out your ars. I comment on things I have seen on the board. You don't need to own the game to do that. Just ask Heliocon.

DogTailRed2 04-30-2011 03:57 PM

Some pics from FSX over England with A2A Spitfire as comparison.

http://i1098.photobucket.com/albums/...nnst/spit3.jpg

http://i1098.photobucket.com/albums/...nnst/spit2.jpg

http://i1098.photobucket.com/albums/...nnst/spit1.jpg

and a pic I took on ops in COD

http://i1098.photobucket.com/albums/...unnst/cod1.jpg

BigPickle 04-30-2011 04:26 PM

I think CoD looks better but not by much I got to be honest.
Like i said i quite liked the desaturated look of Wop it had a WW2 feel to it.
Shame it couldnt be reproduced as a mod when the SDK comes out.

Heliocon 04-30-2011 06:04 PM

Quote:

Originally Posted by David Hayward (Post 276375)
The sort of programming I do is absolutely nothing like programming a game, that's why I never even considered offering solutions to Luthier. It's also why I'm only using generalities.

You said that you have minimal programming knowledge. Where do you get the nerve to criticize something when you have virtually no experience of your own?

Ummm - because I have some experience with programming but I know how programmers solve these issues because I have been playing games/beta testing for a good 6+ years now. I also spent a year in class using Maya 7.5/Autodesk which is what is used for game models and CGI. For a good amount of time I also considered attending Digipen (a school for game design).
I also am a big hardware techie. Now none of that really matters because anyone could claim these things, thats why I am always careful to rely on and explain everything I say as per the game engine. You wont see me throwing around opinions on other topics based on what I have "heard" or on "generalities" because I do not have the knowledge to contribute meaningfully to those debates.

Thats why I normally bring out the truckload of quotes/posts I made in mid-late 2010, and the best one is when Luthier said DX11 tesselation would never be used for anything other than "plane wheels". I said that was absurd etc, and earlier this year in that german interview they said what they would use DX11 tesselation for (all the things I talked about) and direct compute for the physics (only person/first person here to ever suggest or comment on it) while using the new shader/lighting pipeline for the engine (especially clouds etc) and therefore confirmed all of my points.

Also as someone who has done alot of talking with devs a year or two back in closed beta about collision detection in MMORPGs (most games you can just run through people) I gained alot of knowledge about how it is done. Same thing for Closed beta on Mortal Online and Darkfall which are the two most recent games that use multiple hitboxes.

I dont comment on things I dont know about, as others have re-affirmed my point there is 0 reason for them to be having to generate hitboxes for all trees all the time. There are easy fixes other companies have used to solve these types of problems, maybe it wasnt translated into russian?

David Hayward 04-30-2011 06:12 PM

Quote:

Originally Posted by Heliocon (Post 276525)
Ummm - because I have some experience with programming but I know how programmers solve these issues because I have been playing games/beta testing for a good 6+ years now.

Being a beta tester does not make you a programmer. Nor do you have anything to do with this project, so every comment you make about it is nothing but a guess.

David Hayward 04-30-2011 06:13 PM

Quote:

Originally Posted by Heliocon
As for the calculations - reread the post, they dont need to calculate anything until the aircraft gets to a certain altitude, then the hitboxes would be generated, no calculations need to be made unless an impact occurs.
If no calculations have to be made until an impact occurs, how does the computer determine that an impact has occurred? Magic?

Friendly_flyer 04-30-2011 06:26 PM

Quote:

Originally Posted by unreasonable (Post 276281)
You are a frog-botherer!

...or a newt-fancier, depending on pond.

Cobra8472 04-30-2011 06:26 PM

Quote:

Originally Posted by David Hayward (Post 276531)
If no calculations have to be made until an impact occurs, how does the computer determine that an impact has occurred? Magic?

Instanced collision physics with proper performance is nothing new.. Please don't try to say that having colliders for each tree in CoD is impossible, because it is not, has been done before, and there are implementations and examples of this dating back tons of years.

If you take away the fancy color grading in Wings of Prey, it is quite obvious their engine is more streamlined and better with regards to rendering, performance and quality. One must also note that they're probably not using the most high-res textures possible, due to console memory overhead and managment problems.

Regarding Haze;

If you notice in every single photo you've posted, there is a fine light blue haze. This is air particles scattering light.

WoP has a better implementation of this than CoD. I'd actually venture and say that CoD viewdistance is too far as it is right now. Usually there is more haze.

Once again, distance based exponential height fog is nothing new, nothing complicated, and nothing performance taxing.

The green tint of the haze you see in WoP, is simply the post-processing colour grading being done on the fly. If you took it off and tweaked some of the Haze shader RGB values,. you can turn it light blue and 100% realistic.


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