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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  
Old 03-26-2012, 04:47 PM
Sutts Sutts is offline
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Software is, most of the time, optimized before release. Here are some examples of very complicated software which run fine at release:

- TESV: Skyrim
- Mafia II

Are those enough? or you want more?

Also, both games have HUGE worlds. With hundreds or even thousands of actors (AIs) and objects. Both of above games have also complex game subsystems.

Sorry, but neither of those are anywhere near as complex as CloD. Nice character animation, sure, but a far stretch from modelling land sea and air and all the complexity and physics of a whole bunch of WWII aircraft and weapons systems.

You'll be telling me they model the ballistics of their pistols next.
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Old 03-26-2012, 05:25 PM
adonys adonys is offline
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Sorry, but neither of those are anywhere near as complex as CloD. Nice character animation, sure, but a far stretch from modelling land sea and air and all the complexity and physics of a whole bunch of WWII aircraft and weapons systems.

You'll be telling me they model the ballistics of their pistols next.
Really? and you know that from.. where?

Do you have ANY idea at all what it means to code a game like Skyrim, and a game like IL2CoD? What game systems are involved in those? How a game engine is working at all? And I am not talking about the graphics/render engine, but about the game engine..

Obviously, you don't, otherwise you would have not mentioned that.

Skyrim has a HUGE world. HUGE! And the Editor.. the TES Creator only in itself is more complex than the whole IL2CoD! Mafia II has physics and damage modelling of cars and weapons. And guess what? It also has collision, on all that HUGE world of it.

Want some other examples? Assassin's Creed games.. also with HUGE worlds, hundreds of buildings, lots of details, collision, hundreds of characters, and so on. Do you know how many animations had the system they've developed for AC1? ANY idea at all? I'll tell you: 10000 animations. Now come and tell me that Il2CoD is more complex than a game that has an animation system for the main character which manages and blends them as beautifully and seamlessly as AC does.. and I'll tell you you never worked on developing games and you don't have any idea what you're talking about!

Don't talk about thing you don't know.. just because you think, I assume from what you "see", that IL2CoD is more complex than those games, it doesn't make it so!

Last edited by adonys; 03-26-2012 at 05:33 PM.
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Old 03-26-2012, 05:32 PM
nearmiss nearmiss is offline
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Air combat simulators are very complex.

Every bullet fired has plotted trajectory, every aircraft in the scenario is flying and shooting.

Everything moving has to be accounted for when you compare games.

As long as you see the movement that is all being plotted.

The graphics are doing their thing as well on every moving and non-moving object in the scenario.

Last edited by nearmiss; 03-26-2012 at 05:35 PM.
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Old 03-26-2012, 05:38 PM
adonys adonys is offline
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Air combat simulators are very complex.

Every bullet fired has plotted trajectory, every aircraft in the scenario is flying and shooting.

Everything moving has to be accounted for when you compare games.

As long as you see the movement that is all being plotted.

The graphics are doing their thing as well on every moving and non-moving object in the scenario.
And? I'd tell you about a game which was doing that WAY before IL2CoD.. and that's Battlefront's Combat Mission game (and series).

Last edited by adonys; 03-26-2012 at 05:42 PM.
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Old 03-26-2012, 05:50 PM
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robtek robtek is offline
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comparing apples and oranges must be really fascinating, especially if none of the participants is a developer of the software talked about, meaning everything said are guesstimates..
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Old 03-26-2012, 05:38 PM
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Bewolf Bewolf is offline
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Really? and you know that from.. where?

Do you have ANY idea at all what it means to code a game like Skyrim, and a game like IL2CoD? What game systems are involved in those? How a game engine is working at all? And I am not talking about the graphics/render engine, but about the game engine..

Obviously, you don't, otherwise you would have not mentioned that.

Skyrim has a HUGE world. HUGE! Mafia II has physics and damage modelling of cars and weapons. And guess what? It also has collision, on all that HUGE world of it.

Want some other examples? Assassin's Creed games.. also with HUGE worlds, hundreds of buildings, lots of details, collision, hundreds of characters, and so on. Do you know how many animations had the system they've developed for AC1? ANY idea at all? I'll tell you: 10000 animations. Now come and tell me that Il2CoD is more complex than a game that has an animations system for the main character which manages and blends them as beautifully and seamlessly as Ac does.. and I'll tell you you never worked on developing games and you don't have any idea what you're talking about!

Don't talk about thing you don't know.. just because you think, I assume from what you "see", that IL2CoD is more complex than those games, it doesn't make it so!
You can talk about those games all day long, and it is argueable in what way those are more or less complex then CloD. But these games were all released from big studios with propper financial backing and with talents from all over the world. 1C on the other hand is almost at home garage level when it comes to team size. By mere maths they will need much longer then an established studio to get their stuff done, especially when it comes to the standarts CloD wanted to achieve.
Insofar the comparison to those games does not really hold.
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Old 03-26-2012, 05:42 PM
adonys adonys is offline
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You can talk about those games all day long, and it is argueable in what way those are more or less complex then CloD. But these games were all released from big studios with propper financial backing and with talents from all over the world. 1C on the other hand is almost at home garage level when it comes to team size. By mere maths they will need much longer then an established studio to get their stuff done, especially when it comes to the standarts CloD wanted to achieve.
Insofar the comparison to those games does not really hold.
Well, yes and no.. Bethesda's team (Skyrim) is not so big as you would imagine. Nor Illusion Softwork's (Mafia II) one. And I've refrained from giving examples of really complex games as MMO's: WoW, Eve, WAR and SWTOR, exactly because had HUGE development teams involved in building them.

And the point was that many claimed the IL2CoD's code is the most/one of the most complex codes existent in game development industry, which is a false statement.

Last edited by adonys; 03-26-2012 at 06:52 PM.
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Old 03-26-2012, 06:00 PM
Martin77 Martin77 is offline
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I ve player Skyrim and Mafia.They are great games but

1 They had the time to finish the product
2 the budget and the people involved was much greater
3 nobody knows the problems they had due the development
4 Even when stand on a hill and can see very wide you can see ~8 km
in clod you can see from west england to Belgium
5 in those ganes you walk or drive a car. The engine has more time to render as when you fly a fast plane
6 Every second you fly your plane there are processes calculated affecting your plane.
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Old 03-26-2012, 06:08 PM
Sutts Sutts is offline
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Originally Posted by Martin77 View Post
I ve player Skyrim and Mafia.They are great games but

1 They had the time to finish the product
2 the budget and the people involved was much greater
3 nobody knows the problems they had due the development
4 Even when stand on a hill and can see very wide you can see ~8 km
in clod you can see from west england to Belgium
5 in those ganes you walk or drive a car. The engine has more time to render as when you fly a fast plane
6 Every second you fly your plane there are processes calculated affecting your plane.
+1

Every second you fly your plane there are processes calculated affecting your plane ...............and all the other objects visible for miles around, not just a street.
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Old 03-26-2012, 07:04 PM
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CaptainDoggles CaptainDoggles is offline
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+1

Every second you fly your plane there are processes calculated affecting your plane ...............and all the other objects visible for miles around, not just a street.
Don't get fooled. Flight sims are extraordinarily complex, but that isn't to say other games/programs are not as complex. MMO's for example are also extremely complex. The complexity merely lies in different areas. Instead of looking up performance data from an array or idealized formula (consumer flight sim) it might be handling thousands of database transactions per second (MMORPG) or rendering hundreds of sprites with as little latency as possible (multiplayer FPS).

Programming a 3D game is never trivial.
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