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#211
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If you were a programmer you'd know that the same routine would be used for all the characters in the game with different data plugged in. More facial expressions is not meaning more complex. |
#212
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Of course but you recognize those BIG problems during the testing of the Alpha version... not at release!
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![]() A whole generation of pilots learned to treasure the Spitfire for its delightful response to aerobatic manoeuvres and its handiness as a dogfighter. Iit is odd that they had continued to esteem these qualities over those of other fighters in spite of the fact that they were of only secondary importance tactically.Thus it is doubly ironic that the Spitfire’s reputation would habitually be established by reference to archaic, non-tactical criteria. |
#213
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You can continue this discussion forever, because there is no common measure of the "complexity" of a game. As Tamat says, the complexity of a sim is a matter of faith. And a physical FM can be less complex than a parametric FM.
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#214
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Does that situation sound familiar? |
#215
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![]() I don't think so.
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![]() A whole generation of pilots learned to treasure the Spitfire for its delightful response to aerobatic manoeuvres and its handiness as a dogfighter. Iit is odd that they had continued to esteem these qualities over those of other fighters in spite of the fact that they were of only secondary importance tactically.Thus it is doubly ironic that the Spitfire’s reputation would habitually be established by reference to archaic, non-tactical criteria. |
#216
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Never sweat the "small stuff", don't sweat the " stuff you cannot control", never look back because " you can't change a dang thing that has already occured". The only thing I myself can do, from my perspective, is control " how I react" to these things as they occur - and I try to keep the above in mind when I do. It is amazing when things happen to us, that are really big - like health issues, major surgeries, or worse,or to our loved ones - how are perceptions on the thing we once thought of how very important they were, all of a sudden - they really were not and meant very little. Just sharing my newbie wisdom of the day... ![]() Have fun!
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#217
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You need to program the behaviour of the facial expressions with all the different faces also of different races, I am not a professional programmer, but talking about CG effects what you explain to be simple or routine was one of the more complex problems that the movie avatar had. Gaming industry is different obviously, but again complexity is not only something that you can analyse on the final code only..
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#218
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IMO the developer should build SDKs just to test those engines, initially to debug the engine itself and of course finally to tweak the plane's data.
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![]() A whole generation of pilots learned to treasure the Spitfire for its delightful response to aerobatic manoeuvres and its handiness as a dogfighter. Iit is odd that they had continued to esteem these qualities over those of other fighters in spite of the fact that they were of only secondary importance tactically.Thus it is doubly ironic that the Spitfire’s reputation would habitually be established by reference to archaic, non-tactical criteria. Last edited by 6S.Manu; 03-26-2012 at 05:24 PM. |
#219
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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. |
#220
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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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