Official Fulqrum Publishing forum

Official Fulqrum Publishing forum (http://forum.fulqrumpublishing.com/index.php)
-   IL-2 Sturmovik: Cliffs of Dover (http://forum.fulqrumpublishing.com/forumdisplay.php?f=189)
-   -   Well...we said it would be a problem.. (http://forum.fulqrumpublishing.com/showthread.php?t=24306)

onchas 07-06-2011 02:59 PM

Quote:

Originally Posted by Strike (Post 305484)
I believe it was said that each tree would need a "collision box" that would need to be constantly updated relative to all planes in the map and would eventually require so much resources it would bring the sim to a halt.

Why's that? Why couldn't they designate any forest large enough to hide a plane that flies through it as a single box and designate it create a damage type that would bend the airframe and cause the plane to spin and crash?

Similarly, they could use a single large collision box for a large forest and give it a (extremely high) statistical chance of causing certain kinds of catastrophic failure. So skimming into it quickly might act like touching the tops of the trees (minimal damage) being remaining in there for a second or more would result in catastrophic failure.

Trees or stands not large enough to be relevant for flying through them could be ignored.

I've never seen the quote saying each tree would require its own collision box, but it doesn't seem to pass the sniff test.


EDIT: that's what I get for only reading the first page. Klemm's link above goes to a post he made making basically the same suggestion I just made.

kendo65 07-06-2011 03:28 PM

There are A LOT of individual trees on the COD map.

That is one of the features that people have said is wrong or overdone, so just arranging collision detection for areas of forest will leave a phenomenal amount of trees still with a problem and won't be very realistic.

onchas 07-06-2011 11:47 PM

Quote:

Originally Posted by kendo65 (Post 306145)
There are A LOT of individual trees on the COD map.

That is one of the features that people have said is wrong or overdone, so just arranging collision detection for areas of forest will leave a phenomenal amount of trees still with a problem and won't be very realistic.

As I understand the issue the OP was raising wasn't primarily one of realism but the functional problem of multiplayer PvP with some players diving to the deck and skirting through forests to be invisible as a way of disengaging.

The fact that the phenomenon you're talking about and the phenomenon the OP is talking about both involves trees doesn't mean they're the same issue. I'm not trying to discredit your concern completely, but I do think it's less significant in a PvP server when there seems to be a problem with hiding in forests to avoid losing fights.

It may rankle your aesthetic preferences, but non-collisions with lone trees is not exactly going to break the multiplayer PvP experience.

kendo65 07-07-2011 04:46 PM

Yes - I was talking pretty much from my own perspective as a predominantly offline player with a focus on realism where possible.

No offence intended.

Remo 07-07-2011 06:23 PM

Quote:

Originally Posted by Blackdog_kt (Post 305508)
Unless the amount of trees (a graphics detail setting) can be enforced by the server there is no real fix to this.

This cannot really be that hard. The server already enforce CEM settings.
The server should also enforce Cloud settings as far a I'm concerned.

As for the argument that there is to many trees in the sim, I have a very simple solution ( once the server tree settings and client settings are in sync.)

1. Only add a collision box for 1 out of every 10 trees ( hell even 1 out of every 50 ) will do. So if you risk going down and fly below the tree tops , you are bound to run into 1 of the trees with real collision.
2. Also I have to say that collision detection really isn't that expensive an operation, the bigger problem is the internal game structure (scene graph) to easily find only the objects you want and NEED to test for collision, but here again there is many tricks to optimize the search for 'local' objects.

Widow17 07-08-2011 05:48 PM

Forests without collision is a 100% no go for me. Single trees i rather see with collision too, but as mentioned, thats something to argue about. One of the reason CLOD is collecting dust atm. I hope it wont collect forever.


All times are GMT. The time now is 10:43 AM.

Powered by vBulletin® Version 3.8.4
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 2007 Fulqrum Publishing. All rights reserved.