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| IL-2 Sturmovik: Cliffs of Dover Latest instalment in the acclaimed IL-2 Sturmovik series from award-winning developer Maddox Games. |
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#1
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Hayward is a troll, or a moron or both. This is the only shit he does since joining the forum, nearly always completely subjective and the replies are normally limited to 2 sentences and at best 3. He doesnt know shit, which has been proven more than once when he trolled posts about dx versions and optimization. He is very selective in his replies too so expect him to dissapear once someone makes a cogent and thought out argument against him.
The irony, you were bitching a day or two ago about others "whines" and you do EXACTLY the same thing here. Also an argument from authority unless backed up with specific details is wandering into logical fallacy territory, aka David haywards fantasy land. |
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#2
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That's why I never have to worry when I respond to your posts.
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#3
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Quote:
http://forum.1cpublishing.eu/showthr...607#post272607 your trolling is getting old - you sitting here more or less by yourself protesting about how much WOP sucks (oh you smart one, you can even make jokes about its name!) and when others disagree all you do is insult them, except you are coming from a mostly subjective POV and you really have nothing to back up what you are saying. Also in those photos if you look into the distance there is a haze btw. Its actually kind of funny seeing all your sad 1 line retorts. Maybe I wouldnt have to call you on this if you had not harrased me earlier with smart ass comments? |
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#4
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There is haze in the distance in the photographs I posted. It is virtually identical to the haze in CoD. |
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#5
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Real world = no green puke
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#6
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No green puke
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#7
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Even with overcast sky there is no green puke.
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#8
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Quote:
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http://forum.1cpublishing.eu/showthr...t=22249&page=7 So then the problem comes down to yet again optimization, the "green puke" (which I really dont think is as bad as you say, because its a background technique and very discrete) is a work around for display far off objects. Now in COD you can see further technically, but that doesnt actually mean when your playing in the game, even at full zoom you can make out details that far away. They could easily implement trees at a certain distance as sprites, same with buildings (lots of games do this) and have the speed tree operate only at a distance where you can tell if the tree is a sprite. Same with buildings. As for collisions while they do have to track each plane, all they need to do is: P=plane, G=ground, A=altitude from nearest ground surface, V=velocity. Using simple equations they should create a bubble around each aircraft. So trees only receive hitboxes when a plane is within a certain limited distance, adjusted for velocity/speed so a plan flying low speed at low altitude has a larger spherical bubble around it for tree generation BUT a plane diving at high speed would warp/extend the bubble in a direction in order for the game to make required calculations in time for a potential impact (helping to eliminate lag/stutter). I have minimal programming knowledge, as I have said I am more into graphics design, but there are techniques out there that have been used for years to remedy these exact issues. With todays tech it should not be an issue at all, especially the horrible performance over cities. (This is why I was jumping up and down for the later quater of 2010, because I knew there was going to me some major bottlenecks in the game if they wanted to implement everything they said without DX11). But thank you for the polite reply, so I will pay the same respect back to you. Last edited by Heliocon; 04-30-2011 at 02:21 AM. |
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#9
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I would fix it by breaking up the map into boxes. I would constantly keep track of which box the aircraft is in and only check it's distance from trees in that box. However, I have no idea if that is even possible with their engine. It might not be. But eventually I am sure they will find a fix. Quote:
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#10
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As for the calculations - reread the post, they dont need to calculate anything until the aircraft gets to a certain altitude, then the hitboxes would be generated, no calculations need to be made unless an impact occurs. Each tree would have a hitbox which is generated around it when an aircraft gets close, since the game irrespective of trees has to track the aircraft anyway,you can impement a "if" and "then" scenario. This is likely what they they already tried (luthier mentioned that they tried hitboxes when I suggested it, but also said they have to do it for every tree in the game and every plane *facepalm*). Its not an excellent base if it doesnt work, its not that the game has problems, its that the problems it has should not be an issue/should not even be there for a modern game. Over that unfortunetly they developed it in a way that is limiting them from offloading work to additional cores/threads. For god sake a ipad 2 has 2 cores, why do people still use 1 core machines?... Last edited by Heliocon; 04-30-2011 at 05:01 AM. |
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