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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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  #91  
Old 07-06-2011, 04:23 AM
Tiger27 Tiger27 is offline
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Originally Posted by ZaltysZ View Post
Why not? If escaping player has trees off, he only need to find large patch of green (where forest is supposed to be) and fly over it low enough. Not very hard thing to do.

But the problem is not that escape exploit only. In old IL2 or RoF there is always a reason not to fly over large forest with dying engine, in CoD there isn't any such reason. It is bizarre how ditching inside forest works well in CoD. This will become even more obvious and annoying when we will get to Eastern front, where fighting altitudes are lower.
Actually I often look for a forest in ROF when crashing, the trees often enable you to survive a nasty crash as they break the planes fall.
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  #92  
Old 07-06-2011, 05:01 AM
Codex Codex is offline
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Originally Posted by ZaltysZ View Post
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.
The method your describing is Portal Collision Detection and only works when a collision is actually taking place, it increases the detection resolution of two objects and is only effecive in relatively low poly count environments (by low I mean a First Person Shooter type environment). The problem we're faced with still remains, the game engine still needs to track every tree in the game world. If your plane hits tree[532354, x, y, z] for example it can then use the Portal Method to do the calcualtions for all the bits flying everywhere.

The only immediate solution I can see is to group all the tress into one large bounding box, similar to how IL2 1946 works now. In fact I think it would be ok to have the 1946 style as its worked well for us for so many years.

Last edited by Codex; 07-06-2011 at 11:07 AM.
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  #93  
Old 07-06-2011, 08:39 AM
MadTommy MadTommy is offline
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[QUOTE=JimmyBlonde;305924]
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Rise of Flight has a poorly modelled one that does not truly represent the actual tree.


Wow, maybe if you had managed to read all the way to the end of the paragraph it might have made more sense to you. As for why you feel the need to insult my for this opinion i really cant understand. Maybe Freud, if still alive, could tell me

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Originally Posted by MadTommy View Post
Rise of Flight has a poorly modelled one that does not truly represent the actual tree. You can fly very close to the tree but hit its mesh, i find that more annoying.

Last edited by KG26_Alpha; 07-06-2011 at 09:12 AM.
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  #94  
Old 07-06-2011, 10:03 AM
Wolf_Rider Wolf_Rider is offline
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would, instead of hitboxing each tree(?) but hitboxing the forest, be a viable option?

ie the hitbox would be set to the size of the forest
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  #95  
Old 07-06-2011, 10:40 AM
Baron Baron is offline
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Originally Posted by Wolf_Rider View Post
would, instead of hitboxing each tree(?) but hitboxing the forest, be a viable option?

ie the hitbox would be set to the size of the forest

Like in IL2, but u will still have trees u can fly through. There are simply to many individual trees to give all of them individual hitboxes. And how do we know witch has hotboxes and witch doesnt. I can just see the thread's about that.

Maby in 5 years when our pc`s can handle it.
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  #96  
Old 07-06-2011, 10:46 AM
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JG52Krupi JG52Krupi is offline
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Hit boxes for forest like the 1946 sounds like it is the only way forward.
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  #97  
Old 07-06-2011, 10:47 AM
JG53Frankyboy JG53Frankyboy is offline
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or more powerfull PCs in around two years.....
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  #98  
Old 07-06-2011, 11:09 AM
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klem klem is offline
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Originally Posted by Baron View Post
Like in IL2, but u will still have trees u can fly through. There are simply to many individual trees to give all of them individual hitboxes. And how do we know witch has hotboxes and witch doesnt. I can just see the thread's about that.

Maby in 5 years when our pc`s can handle it.
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  #99  
Old 07-06-2011, 12:26 PM
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sorak sorak is offline
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Originally Posted by JG52Uther View Post
Anyone remember that development shot of the Hurricane crash landed in the tree's and we wondered how it got there?
hahah nice one

haha
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  #100  
Old 07-06-2011, 12:34 PM
Wolf_Rider Wolf_Rider is offline
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Quote:
Originally Posted by Baron View Post
Like in IL2, but u will still have trees u can fly through. There are simply to many individual trees to give all of them individual hitboxes. And how do we know witch has hotboxes and witch doesnt. I can just see the thread's about that.

Maby in 5 years when our pc`s can handle it.
maybe in 5 years

but, the forest I meant was the boundary (edges and tops) of the entire forest/ clump, (perhaps combining the clump into the forest proper) not individual trees
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