![]() |
|
|||||||
| IL-2 Sturmovik: Cliffs of Dover Latest instalment in the acclaimed IL-2 Sturmovik series from award-winning developer Maddox Games. |
![]() |
|
|
Thread Tools | Display Modes |
|
|
|
#1
|
|||
|
|||
|
Quote:
Either way its easy to follow someone through a forest.. they are not very big in CloD. If an individual has a big issue with it.. i suppose they will have to turn trees off. Maybe a good compromise would be to have VERY simple collision mesh, say just a truck much like a telegraph pole.. that would make landing in them and flying through them a little more interesting! |
|
#2
|
||||
|
||||
|
There is distinct dark green texture where trees should be. Very easy to find.
|
|
#3
|
|||
|
|||
|
the solution could be simple i think.
make a 2D forest like in il2 first of name who'll be covered by reall tree with high graphic option. |
|
#4
|
|||
|
|||
|
Quote:
Do they have telephone/ power line object, that could be strund at random through the forrest? Cheers Last edited by Skoshi Tiger; 07-05-2011 at 09:47 AM. |
|
#5
|
|||
|
|||
|
hey guys, best WW2 sim with ghost trees....omg lol
|
|
#6
|
|||
|
|||
|
stick it on the list please Luthier, please can you put it just above dynamic weather and DX11, but not before MP Sound.
|
|
#7
|
|||
|
|||
|
Quote:
The way i see it a stop-gap solution would be relatively simple to achieve: 1) Forest blocks get a collision boundary, a simple invisible outline like a fence (similar to the solutions proposed by others during the course of this thread)...this would not be for individual trees but for blocks of trees. 2) Different graphics settings means different size of forests which in turn means different placement of the collision boundaries. 3) Servers force all players to fly with the same graphics settings for trees to sidestep that mismatch 4) We now all see the same amount of trees in the server and forests are collidable 5) People cry about having their detail settings lowered "wtf? is this why i bought quad SLI GTX 590s for?" You know it's going to happen Quote:
|
|
#8
|
||||
|
||||
|
Collidable trees are not such complex problem. You don't need to check every tree. You only need to check nearby trees. This usually is accomplished by using octree data structure, which divides space into smaller cells, whose in turn are divided further. This way, when you search "nearby" trees, you begin your "walk" from largest cell (part of map) where aircraft is, then choose smaller one inside the previous one and so on, until you get the set of smallest ones, whose can contain part of your plane. This way even if you have million of trees, you will check only 0-10 of them. It is not something unusual and is widely used.
Problems arise when you have lots of objects to check their collisions with trees. However, if only planes were checked, that object count would not be so big. In DCS, the problem is not collision detection itself, it is possible, but people want more: fire and detection cover provided by trees. That and AI pathfinding is problematic. |
![]() |
| Thread Tools | |
| Display Modes | |
|
|