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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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Well it goes without saying that much of the processing is restricted to objects that fall within the player's bubble but that bubble is a darn sight larger than in the games you refer to due to the nature of air combat. Then think about the miles and miles of wooded areas you can see from thousands of feet up. >>In AC you can climb atop of the highest building from a town, and see >>EVERYTHING around you, the whole damn town. Well try flying over a town in CloD - I think you'll find you can see the whole damn town too - amazing. But in these complex programs you talk about, what does the program have to do other than track a bunch of actors and simplified vehicles around town, keeping track of the latest garbage script that's been spoken? If you take away the characters with their nice animations and the convincing environment (which is possible when you're only rendering a street), there's not much going on really. And don't try to be a judge of me and my development experience. I very much doubt you're a professional game programmer yourself, probably just a jumped up dabbler like most folk who bs like you. Last edited by Sutts; 03-26-2012 at 09:45 PM. |
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