Fulqrum Publishing Home   |   Register   |   Today Posts   |   Members   |   UserCP   |   Calendar   |   Search   |   FAQ

Go Back   Official Fulqrum Publishing forum > Fulqrum Publishing > IL-2 Sturmovik

IL-2 Sturmovik The famous combat flight simulator.

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
  #11  
Old 07-02-2010, 01:10 PM
Oleg Maddox Oleg Maddox is offline
Approved Member
 
Join Date: Oct 2007
Posts: 1,037
Default

Quote:
Originally Posted by pupaxx View Post
Hi Oleg, well done again!
My previous post in occasion of 2010 06 26 dev update was....

Thanks for your hard work Oleg,
I'm sure the final product will repay you for your efforts.
my question is: in the realization of SOW have you ever considered to implement and facilitate your job with 3rd party 3d engine? I post this link related to a 3d planetary engine found on the net, it seem interesting
http://outerra.com/
what is your opinion?.
Cheers

I would like to know your comment.
Thank you
Usually engine means everything from terrain to the features of AI.
But this one offers just several intersting things of hundreds that should be really done for a combat flight sim.

So... if we want to get real combat sim with a long life on the market, comparable with life of Il-2 or even longer, we need to make own engine. Engine here means not only the feature to render ligth and 3D objects, but everything... and everything for using of third party with special tools.
Really... we have way more complex system.

Another thing - it is possible to render the great looking and superb detailed earth... then nothing have with the AI, FM, physics of explosions and car movement (I don't speak about a lot of details we model inside the aircraft.... - that is system that should work all at once.

The graphics render and its presentation in a game is just a small part of the whole sim engine.

Hope you understand my explanation.


For more simple sample: there is very good Unreal engine... but it is completely impossible to use for other types of the games without very seriuos limits. And many things there simply is impossible to implement or change as we may need to have for the fligth sim.


Another sample. it is possible to use third party 3d render engine, hovewer probabaly just for fully arcade games.

finally for understanding of my explanation: the other code part than the 3D representation of terrain and sky is way more complex in our sim comparing to that part....


BTW: Really nice engine shown by a link.

Last edited by Oleg Maddox; 07-02-2010 at 02:02 PM.
 


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 11:54 PM.


Powered by vBulletin® Version 3.8.4
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 2007 Fulqrum Publishing. All rights reserved.