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IL-2 Sturmovik The famous combat flight simulator. |
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#11
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Flyby out
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the warrior creed: crap happens to the other guy! Last edited by Flyby; 01-19-2010 at 08:02 PM. Reason: explosive diarrhea! |
#12
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EDIT: It's naturally a grail to be able to be able to write the optimal game engine using all cores available in a system... Even writing a game that runs two threads well can break programmers and companies backs - F4/Microprose anyone? Last edited by mazex; 01-19-2010 at 09:52 PM. |
#13
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LOL, got to be quote of the year, nice one Mazex S!
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#14
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FSX is a bit of a misnomer in terms of utilizing Multicore. The team kind of cheesed it a bit because all it does is deal with the preloading of the game when coming into other areas. Sure it helps out but nothing like leveraging other cores to handle things like AI, and Flight Modeling. To my knowledge there won’t be a real time campaign element to it. But like someone mentioned the sky has opened up in terms of processing power. Lots of memory now and CPU/GPUs to leverage. |
#15
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A) The development cycle of nearly all PC games is tied to that of console games. Consoles focus almost totally on graphical bells and whistles to the exclusion of all else. B) Game devs don't profit (or rather feel they will) from a focus on long-term, evolving codebases. Graphics engines etc are stable technology. Individual game engines on the other hand are throwaway crap for the most part, with few going through more than 2 or three iterations. If Blah I is a classic, Blah II will be derivative, and Blah III is sure to add loads of half-assed junk options as the devs know the wheezing wreck of a codebase is already beyond rescue. Most codebases are dead already if the original design team is disolved. This hasn't been the 1C:Maddox way in the past and I hope it doesn't go down this route now. C) The development cycle of most games has little to do with engineering. It nearly always starts with the concept art, followed by rounds of meetings by the suits as the company considers distribution, market segment issues, the company's portfolio of other titles etc. The result is never something anyone might love: it's something random disinterested businessmen think is okay, the lowest common denominator creatively speaking. D) The actual coders are only involved at a low level and only get their say after (C). 'Game engines', where they exist at all, cover graphics and (at best) some scattered elements of the modeled environment. The wheel is reinvented for each new release as far as gameplay is concerned. Why do you think gameplay in FPS games has barely moved forward since Thief in 1998? Multi threading on multiple cores needn't even be that efficient on all processors with modern PCs to still make a big difference to gameplay. Not all processing need be done on a frame-by-frame basis. For example, top-level AI heuristics could provide direction to lower-level manoeuvre AI which could in turn guide AI behaviour on each frame. Synchronisation of the first two strands isn't critical and memory bandwith issues etc. would not be significant. Developer commitment to high-quality engineering and a sustainable codebase can be very profitable as the Oracle example cited elsewhere proves. The reason it features so little in the gaming industry is that it no more guarantees profitable games than do good lighting and camerawork in the movies, so it takes a back seat to the often stupid ideas of the business 'creatives'. This attitude is short-sighted, however. A stable, tightly-knit dev team committed to incrementally improving a sustainable product could blow away the competition in many areas of gaming. Flight sims are evidence of this. Image processing and compression tech are other good examples. Look at the humble jpeg, basically the technology that made the internet possible. JPEG (and MPEG, MP3, MP4 and other derivatives) will be 18 this year. That sort of thing is real technology, not the throwaway stuff pumped out by the games industry. Regards, dduff |
#16
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#17
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Well I'm sorry I upset you but your remark about guessing I'm not a programmer got me going. I think enough reasons other than technical grounds were given for the near total lack of either memory- or processor-intensive games was given in any rate. Other fields in computing use these features routinely.
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#18
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SoW better have 250+ aircraft in the air at any given time.
If it pretends to be anything more than the piddling skirmishes of Il-2, it had better take advantage of 64bit and multi core systems. |
#19
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I'd love to see this happen. That would truly elevate SoW to a level way above the competition. With that many a/c involved, squadron leaders would need to make important decisions in the air which would be novel.
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#20
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I've had ridiculous amounts of aircraft present at the same time in one mission back when i was still flying European Air War. That game is older than IL2 and it could do 255 aircraft on screen at once without problems. Of course, it wasn't as detailed as IL2.
However, despite the fact that graphics, FM and DM were inferior, it was superior in the amount of random events during missions (returning from an escort mission you could stop time compression/autopilot and fly manually and you'd find convoys to strafe), the way you commanded the AI (and they actually listened and executed) and the amount of aircraft in the air. I'll be very excited if we can have something similar with SoW quality FM/FM and graphics, because it adds tons of immersion. In that mission, i had 12 FW190s under my command and going up against 36 heavy bombers and 12-24 escorts. Instead of engaging i sat back and radioed for reinforcements twice and lucky me, i got them both times (this didn't happen all the time, sometimes you didn't even get one flight). So, we were now 3 flights of 12 on the LW side (36 planes), against 36 bombers and 2 flights of 12 escorts (36 heavies+24 escorts=60 total USAAF). This was a grand total of 96 aircraft. The thing is, there was a second group of 36 bombers a couple of miles behind the first one. FM/DM and graphics aside, just seeing 132 aircraft going at it in a small part of the sky, following realistic tactics (ie only the inexperienced enemy AI escorts gave chase to the deck, the rest would just try to spoil your attack runs and stuck with covering the bombers like they should, and you could see top, close and lead cover for each bomber group) and watching flak puffing all around kind of hammers the point home in a very effective manner. |
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