Quote:
Originally Posted by KOM.Nausicaa
That semi transparent cockpit idea is technically very naive.
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Keep in mind not everyone is informed about real time programming constraints as well as you are...I understand you did not want to be pedantic and yet some may feel that way!
Quote:
Originally Posted by KOM.Nausicaa
Same goes for the clouds. People forget too that those clouds-behaviors are probably linked to Oleg's new dynamic weather system. You have to find a way to find different forms that can shape-shift real time and be seen alike by all players, from all sides. Complex "true life" -like clouds would eat your computers alive.
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It is quite true but so far the shape of the clouds we saw are still very much Il2-like and we can only hope at least their shape will be good (aaah the flat bottoms!) but I have no worries there as OM already stated they were many more shapes and that we did not see them yet!
One thing we can be sure will be glorious is the lighting (like in SC one of this update) which together with the very well made close-by "fluffy" effect literally transfigures the cloud aspect such that some did not remark that we still have 2nd gen Il2-type clouds!
It would be very interesting to see if OM is going to integrate dynamic weather at release, and how the cloud positions and statuses (shape, development) will be transmitted over the network...
logically in the same way than other objects like airplanes and their position, speed or damage status except that it can be done at a lot slower rate than for an airplane.
It can be imagined that each cloud type has been developed around a set of parameters (type, basic shape in type, position, orientation, development state...) which allows quasi exact rebuilding on each player machine locally...and Oleg has already proven how good his team was at writing netcode!
JV