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IL-2 Sturmovik: Cliffs of Dover Latest instalment in the acclaimed IL-2 Sturmovik series from award-winning developer Maddox Games. |
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#1
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The buildings no longer pop in, in fact they look great.
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#2
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"You should really try the beta patch.
The buildings no longer pop in, in fact they look great." I'm not informing them for the beta patch or the next one, but for the future extensions. Hey, this city creation program looks quite cool and it's now, for a very limited time (same marketing like Messiah if you know) 29 dollars instead of 700 dollars. |
#3
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Well in the second like one of the guys was bashing it for being counter intuitive!
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#4
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I'm hoping that there will be an easy town-building GUI incorporated in the map building SDk when it is released.
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#5
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Did it ever occur to you to read the licensing terms? No? Ok, here you go: Quote:
Still not that much if you think about those 8 mil... |
#6
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please pmake a picture of london at 20k feet and ill belive you. |
#7
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Cliffs in maximum graphics quality, 3:00am, fly over a big city and watch the lights an the city itself "popping" under you, with the lights on inside houses. The cities in Cliffs aren't that good when you are high. In low level they are really nice. |
#8
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Implementing something like this probably means re-writing the engine. Not gonna happen i believe.
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#9
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We dont know that a city scape created with this program, would "work" any better then what we have now.
...just saying. ![]() |
#10
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...just saying. ![]() That aside you're very wrong. The magic with procedural approaches is that you save enourmous amounts of rescources. Much of CloD IS already procedural. For example the system generated to draw the landscape is in principle a procedural approach, with limited application though. True procedural engines have the benefit of providing 1) more or nearly unlimited depth / detail (think of mandelbrot) 2) more variation without using more rescources than typical object and model based engines and 3) it saves a lot of developing effort. For example assume that they would have to hand model the whole landscape of Great Britain and a bit of France and Germany. That's not going to work, ever. Thus they use a procedural approach. Also it saves rescources since otherwise the whole map would have to be loaded, with every straw of grass, every bump and every road. Yes there are workarounds but no real solutions. Now simply imagine that same approach for some of the objects in the game. If done correctly all it'd take is the right pattern and you can generate nearly unlimited amounts of buildings, trees, fences etc. That would save time, space on the harddisk, memory etc. So the biggest bonus might be that if developers have procedural engines as their foundations they can spend the time on the REAL important stuff. Not crafting weird ugly buildings and such but spending more time on optimization e.g. or on flight models etc. You get the idea ![]() Last edited by Madfish; 10-01-2011 at 03:01 AM. |
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