|
IL-2 Sturmovik The famous combat flight simulator. |
|
Thread Tools | Display Modes |
#21
|
|||
|
|||
Quote:
|
#22
|
||||
|
||||
Quote:
I'm also surprised there isn't software that will simply stitch together a 3D model from stills taken at different angles - automatically correcting for perspective and size discrepancies.
__________________
All CoD screenshots here: http://s58.photobucket.com/albums/g260/restranger/ __________ Flying online as Setback. |
#23
|
|||
|
|||
It would be nice if it were that easy - but we take a lot for granted with regard to the feature recognition that our eyes and brains do. You really need structured lighting (laser lines) and controlled camera positioning to do it (or a specially painted object!). No doubt it will be done one day, by detailed and small pattern learning and recognition, but I don't think we're near it yet, at the prices game producers could pay.
|
#24
|
||||
|
||||
I can see it now...
WE ARE going to get another hilarious flood of threads that are intended to "scare" Oleg into revealing the "SoW" release date (or web site, or in-game video's, or you name it). Examples... 1) You better hurry up and release the game...its going to be "out of date" soon. 2) You better hurry up Oleg..."Rise of Flight" is planning a WW2 add-on. 3) ...Micro$oft is adding a damage model and explosions (guns, ect) to the "Simulator X" series (soon, I read it here). 4) "I'm so frustrated with Oleg's lack of interaction with the community that I will never buy the game" 5) Oleg lied about the release date. 6) "This game is vaporware..." 7) Ubisoft is preventing the release of SoW... It doesn't look as good as "Simulator X"...show us screen shots. LOL !!!! Last edited by proton45; 08-26-2010 at 04:53 AM. |
#25
|
|||
|
|||
Quote:
|
#26
|
|||
|
|||
I have never quoted anything from that list.
|
#27
|
|||
|
|||
Quote:
You can build models using mathematics rather than points in any good 3D modelling package (Maya, 3D Studio Max etc). Methods like NURBS and Bézier Curves use mathematical equations to describe an object rather than points. The draw back = speed. Rendering and animating an object using these methods taxes a processor quite heavily. While using todays CPU/GPUs you can render a lot of NURB objects and animate them in 3D modelling programs, to translate that into modelling planes, ground vehicles, terrain (not such a big deal), trees, NPCs would be a huge drain on even todays PC's. Don't forget the system/game engine also needs to deal with user input, AI, Physics, Lighting, Networks etc. Don't despair though, it's not impossible. Quake III had a few animated NURB objects and that was in 1999. |
#28
|
|||
|
|||
Apparently it's all out of date according to this article.
http://www.atomicmpc.com.au/Feature/...just-that.aspx ...and we will be playing hi def 3D games on our mobile phones all because of the power of Voxels! Hmmmm! Didn't Comanche V Werewolf use Voxels?????? Cheers! |
#29
|
|||
|
|||
Quote:
|
#30
|
|||
|
|||
Very interesting technology. Thanks for posting.
|
|
|