Quote:
Originally Posted by whatnot
I'm not a game developer but still quite IT literate and I doubt that realistic controls and engine management would swallow a huge load of resources.
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It depends on how deeply the want for modelling is really. You're right in a way that "procedure" (flicking switches in the right order) doesn't require any extra rendering but the math required for the "procedure" (the want for the effects of worn seals/ almost rancid hydraulic oil/ a dodgy injector/ intermittent loose wire on a cockpit gauge, for instance, or the added "realism: of the bug splat) involved is what would bog down hardware.
we need to be careful that we don't make the mistake of misinterpreting realism/ realistic/ procedure, lest we end up in casuistry to further agenda