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#201
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I never said that it was the MOST complicated, nor did I say that it has the best graphics engine. I said that "complicated software is never optimized at release." The logic in that statement is solid. I've been employed as a programmer since 1986. You probably should not use logical fallacies when you are criticizing someone else's logic. |
#202
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- 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. |
#203
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#204
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To me it means "Make the best or most effective use of a resource". That means the code should be as efficient as is possible. I have no idea why you think that either of those games were as efficient as possible at release, but I would bet that you're wrong. We find ways to make code more efficient all the time. |
#205
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The complexity of the simulation and of the damage model is really a matter of faith until you have a way to test what is doing the simulator.
You can have that on some simulators like xplane and rfactor in a very clear and clever way xplane: rfactor 2 tyre consumption and dynamic simulation that is a kind of complexity that you can compare with the real life simply because you see what is happening in the simulation. The problem with Cod is that we don't have at all that kind of insurance on the physically correct simulation. I'm sorry and I would like very much to say the contrary, but for now we have a Physic simulation with huge problems (velocity and ceiling of aircrafts is the very basic of the parameters to judge a correspondance with the reality) and a Damage Model that allows the Hurricane to fly with half wing cut off. We were promised to have the acrobatic airplane to be able to admire the physic model but there is anything about it more than the promise before of the release. About the damage model we don't know how it is made and we have not at all any analisys instrument to understand it (I hope to be corrected asap). It seems that the convergence of the weapons is bugged, but how do we know that the ammo damage is made in a correct way ( or at least with a clear logic on which you can debate but at least you know it)
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#206
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#207
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#208
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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. |
#209
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I provided more similar examples, but talking about complexity it is not true that a flight simulator is more complex; more physic calculations is not meaning more complex. IMHO.
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#210
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Sometimes you can optimize code by making small changes. Sometimes it requires big changes. It's not always possible to know that you made bad choices early in the design process.
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