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| IL-2 Sturmovik The famous combat flight simulator. |
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#1
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Personally, I couldn't care less if the graphics is "so last year standard" as this game is all about everything else than today's standards which translates to = too much time spent in polishing up models and not enough time spent in getting the gameplay right. All this can be polished up later on with patches and what not. I am much more interested in seeing some examples how AI in this game functions and more importantly - how are sounds modeled. In other words, do we get "land mowers" or Rolls Royce and Daimler-Benz engines.
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LEVEL BOMBING MANUAL v2.0 | Dedicated Bomber Squadron 'MUSTANG' - compilation of online air victories |
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#2
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Storm of War has to balance details on individual objects with overall world detail. Toss in a hundred plane engagement with an extremely advanced physics model (many big budget video games do NOT have the same level) and an advanced AI model that has to operate in a very complex world... Yes I think we can forgive them for having small numbers of polys still showing here and there. As they are.... they are barely noticeable and with some anti-aliasing on the scene you'll barely notice them.
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Find my missions and much more at Mission4Today.com |
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#3
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8 poly sided circles - in Il2 Sturmovik The renders are significantly better. It's going to take a lot more processing power for 32 to 64 poly circles. LOL |
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#4
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The (mathematical) equation for a circle (or ellipse, depending on point of view) isn't that complex. It might be time to actually do it in maths, rather than fudge it in polys.
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#5
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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.
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All CoD screenshots here: http://s58.photobucket.com/albums/g260/restranger/ __________ ![]() Flying online as Setback. |
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#6
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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.
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#7
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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... LOL !!!! Last edited by proton45; 08-26-2010 at 05:53 AM. |
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#8
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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. |
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#9
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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! |
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