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IL-2 Sturmovik The famous combat flight simulator.

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  #1  
Old 10-31-2010, 11:41 AM
Luftwaffepilot Luftwaffepilot is offline
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Hey Oleg,

how does water behave in SoW?
Does it flow in rivers?

What happens if you bomb a hole directly to the edge of a river. Does the water expand in it?



I hope you can advertise many people at the event to buy your sim.
  #2  
Old 10-31-2010, 12:19 PM
kedrednael kedrednael is offline
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Originally Posted by Luftwaffepilot View Post
Hey Oleg,

how does water behave in SoW?
Does it flow in rivers?

What happens if you bomb a hole directly to the edge of a river. Does the water expand in it?



I hope you can advertise many people at the event to buy your sim.
I think, that there will be water in craters that are on the edges of rivers. Because the rivers are not like the rivers in il2, where water was just placed on the land, but the rivers really go down,
I hope that makes sense.

look at 4:15
  #3  
Old 10-31-2010, 12:34 PM
Luftwaffepilot Luftwaffepilot is offline
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Originally Posted by kedrednael View Post
I think, that there will be water in craters that are on the edges of rivers. Because the rivers are not like the rivers in il2, where water was just placed on the land, but the rivers really go down,
I hope that makes sense.
I hope you are right. Would be a nice amusement to change the rivers course and to flood London.
  #4  
Old 10-31-2010, 12:49 PM
kedrednael kedrednael is offline
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Originally Posted by Luftwaffepilot View Post
I hope you are right. Would be a nice amusement to change the rivers course and to flood London.
I think that's inpossible, because there is no land lower than the river. ( I think)
  #5  
Old 10-31-2010, 01:08 PM
Luftwaffepilot Luftwaffepilot is offline
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Originally Posted by kedrednael View Post
I think that's inpossible, because there is no land lower than the river. ( I think)
Yes, but i was referring to the bomb craters, that will hopefully have a certain depth.
I think too that's impossible because that would be too much processing power needed.
  #6  
Old 10-31-2010, 01:56 PM
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322Sqn_Dusty 322Sqn_Dusty is offline
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Quote:
Originally Posted by Luftwaffepilot View Post
Quote:
Originally Posted by kedrednael
I think that's inpossible, because there is no land lower than the river. ( I think)

Yes, but i was referring to the bomb craters, that will hopefully have a certain depth.
I think too that's impossible because that would be too much processing power needed.
But could that be possible at all? Isn't a river or sea hardcoded in the map? Othwise it could be possible to e.g. move on to the bombing of Walcheren 1943-1944. True there are no dykes to demolish.. or am i getting to far ith thoughts?
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Old 10-31-2010, 03:01 PM
JAMF JAMF is offline
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Yes, but i was referring to the bomb craters, that will hopefully have a certain depth.
I think too that's impossible because that would be too much processing power needed.
There are other ways to achieve craters. A basic double pyramid with 6 sides only costs 16 triangles. Inverted, that looks like a hole. Graphic cards of today have a trick called tessellation. If the crater object was marked as an object that would receive tessellation, the card would increase that 16 triangles to 48, fo example. The crater now looks much smoother and the circular hole will have 12 sides.

Now add another trick, normal mapping (Dot3 bump mapping). Simplified, it's a texture, which tells the card to add extra height/thickness to a point on a model. Say white is very high/thick and black is nothing/zero. Lay a black&white noise texture over the crater and you get the inside surface to look like it's just exploded and it's covered with clumps of dirt and sand.

These effects should have little effect on the frame rate, as they can be distance-indexed, so they start to show only when you get closer. Similar to the LoD models aircraft have.

Bump mapping is an optical illusion, normal mapping really adds surface detail.

Left is bump-, right is normal-mapped. Notice the visual edge of the spheres:
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Old 11-01-2010, 12:25 AM
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major_setback major_setback is offline
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Originally Posted by JAMF View Post
There are other ways to achieve craters. A basic double pyramid with 6 sides only costs 16 triangles. Inverted, that looks like a hole. Graphic cards of today have a trick called tessellation. If the crater object was marked as an object that would receive tessellation, the card would increase that 16 triangles to 48, fo example. The crater now looks much smoother and the circular hole will have 12 sides.

Now add another trick, normal mapping (Dot3 bump mapping). Simplified, it's a texture, which tells the card to add extra height/thickness to a point on a model. Say white is very high/thick and black is nothing/zero. Lay a black&white noise texture over the crater and you get the inside surface to look like it's just exploded and it's covered with clumps of dirt and sand.

These effects should have little effect on the frame rate, as they can be distance-indexed, so they start to show only when you get closer. Similar to the LoD models aircraft have.

Bump mapping is an optical illusion, normal mapping really adds surface detail.

Left is bump-, right is normal-mapped. Notice the visual edge of the spheres:

.


Oleg said a couple of times that craters will be bump mapped or similar (tessellation maybe), hopefully using the latest graphics technology for DX11.
I find it amazing what the new techniques can add to a flat modelled surface:


Video of tessellation on/off, a comparison:
Tessellation explained:





OFF/ON













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Last edited by major_setback; 11-01-2010 at 01:10 AM.
  #9  
Old 11-01-2010, 12:30 AM
The Kraken The Kraken is offline
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Quote:
Originally Posted by JAMF View Post
There are other ways to achieve craters. A basic double pyramid with 6 sides only costs 16 triangles. Inverted, that looks like a hole. Graphic cards of today have a trick called tessellation. If the crater object was marked as an object that would receive tessellation, the card would increase that 16 triangles to 48, fo example. The crater now looks much smoother and the circular hole will have 12 sides.

Now add another trick, normal mapping (Dot3 bump mapping). Simplified, it's a texture, which tells the card to add extra height/thickness to a point on a model. Say white is very high/thick and black is nothing/zero. Lay a black&white noise texture over the crater and you get the inside surface to look like it's just exploded and it's covered with clumps of dirt and sand.

These effects should have little effect on the frame rate, as they can be distance-indexed, so they start to show only when you get closer. Similar to the LoD models aircraft have.

Bump mapping is an optical illusion, normal mapping really adds surface detail.

Left is bump-, right is normal-mapped. Notice the visual edge of the spheres:
My understanding is that normal mapping is simply bump mapping with higher precision (explicit vs. implicit surface normals) but you still don't change the polygon shape of the object, and the shading is confined to the polygon area (no additional detail visible at the edges). That's where tesselation would come into play, I think that's what would be required to get the result on the image to the right. Could be wrong though; I've done some graphics programming but it's been a while

Using displacement mapping could work nicely with craters, as this adds more depth than bump or normal maps and there'd still be one flat texture per crater like in Il2. Using actual 3D objects is still difficult because they have to go through a separate rendering pass or they'll interfere with the land surface (the crater surface has to be under the ground level). And making the landscape itself deformable with the resolution to render craters would be even more difficult. But who knows, Oleg may yet surprise us. I guess he's already chosen a technique so it's a bit late anyway to give suggestions
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