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| IL-2 Sturmovik The famous combat flight simulator. |
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Thread Tools | Display Modes |
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#1
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Realy good proposition JVM - sounds very reasonable. easy and relistic decision of the problem. You know, that colision with the part of other aircraft in Il2 series, leads to desintagration of your aircraft or both aircrafts - similar effect must appear be in the case of colision with tree branch. JVM, say something more about your experience with PA-25 please! Regards! BG-09 Last edited by BG-09; 03-28-2008 at 07:35 AM. |
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#2
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It might look simple on paper but in the 3d world thats another issue. If this is implemented even with LOD (level of detail) geometry, this would lead to an increase in the geometry load since every breakway section would need to have a separate geometry (plus the LOD geometry) plus bounding boxes (for collision detection). Even with adaptive subdivision this multiplied by thousands of trees would be a nightmare. IF its possible at all it would restrict online play to maybe just 6-8 people nothing more due to the amount of data that needs to be exchanged as well as the amount of data that needs to be processed.
Even if they use flat geometry and simple geometry (triangles) ovelapped with Alpha-channelled textures this would still lead to more geometry and more texture maps to load during gameplay. This would be impossible. Using shaders (Cg or rendermonkey) might help but still it would be too much for online play. Last edited by X32Wright; 03-28-2008 at 07:47 AM. |
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#3
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You need to Broaden Your Horizon fellas ... get it ... Broaden Your Horiz....ah forget it.
Have a look at this: http://www.gamedev.net/community/for....asp?jn=263350 This is terrain generation procedural style. It is CPU intensive but way less expensive on storage space i.e. RAM, but with multi core CPU's pretty much main stream now who cares. So with the saving in RAM bounding boxes could be cached to aid in collision detection between tree and planes. |
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#4
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I belive it is not dificult to model tree colision. New CPU's are coming... |
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#5
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You did notice that those trees in there were made with at least four (4) triangles each (if it wasn't subdivided into segments) with a texture map right? If you want some interactivity the number of polygons would need to be at least doubled if not quadrupled for each tree. Still a big problem if you want collision detection with planes and trees. The additional geometry load in the game is really much better being used for the planes and interactivity between planes in the game.
If you are so concerned about trees then I think you are flying way too low and getting damaged too often |
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#6
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"...at altitudes at which this community is flying, diving is not an option..." So not only I but many fellow pilots do have contacts with the trees. Oleg is perfectionist, so the problem will be terminated. I am not programer anyway. BG-09 |
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#7
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I think that we don't need the trees breaking at all, just a bit better DM when contacting a tree. If we can live with what we have now, we would sure be able to live with what we could have then
I just don't want the kind of forests that we have now (3 layer textures). But from what we've seen so far, forests will be forests. That's cool. |
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