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PrintF

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Everything posted by PrintF

  1. Actually we do as in a simulation you are not displaying full content over an infinite distance. It's all about simplification of geometry with distance. It's complex but doable. And the user is able to play it on an average PC these days. @Demongornot: I hear you and I agree with you :) Well, I will be pleased with more dense vegetation areas. I don't need an Outerra-like engine which actually has it's own very special set of problems ;) I am glad to have found DCS for doing ground tactics and I will be happy if we get forests and vegetation that actually does block sight and movement to a certain extend.
  2. @Stuka: Now I understand heh :) I read one of the threads about EDGE and yes - lets hope they are implementing that in the new engine. Would make sense! :) Do we have any insight into dates or when it should/could be available??
  3. Hey everyone, seeing the simulation on the ground brings me to one big wish I would have :) I definetly see too few forest areas. Combined with the fact that these areas are passable at full speed without any difficuilty does not allow real life tactics. We would need way more forest areas and the would need to be more complex in form as they are now. I understand that they have been planned like this to work for an aircraft simulation instead for a ground warfare sim. But for such a sim you need a more complex terrain to be able to do advanced tactics isntead of just using the terrain hightmap. Cities, roads, forests and water areas are natural movement inhibiting areas in tactics and should be simulated as good as possible. Cities are there and work well. Water areas as well. Roads and bridges also. There are to few and not fully working forest areas. What do you guys think?
  4. Hello everyone, first post :) Maybe you guys can use an algorithm that senses a certain mass of trees on the surface and creates a bounding box or bounding area around the mass of trees or a forest. I suspect, you are creating forests from serveral triangles and place tree objects scattered inside the triangle area on the ground geometry. Wouldn't it be possible to create a collision object using the triangles? The collision area would be smaller so that units would not bounce off directly at the boundary of the forest but a bit inside. For the AI you could use these areas so that they would avoid them. Also it would be possible to say that at least the AI would move at 1/3 th speed they do on open ground. If you are steering a vehicle as a player, you would experience the same speed change and possible avoid these areas as the pose a thread to your tactical movement. Also, creating tree objects with collision for the player actually could be possible and not as difficuilt as creating collidable trees for any entity in the game. The collidable tree objects would be created in a certain circle around the player object. AI, that acts as a unit connected to the player unit, would try to follow in formation but only travel at 1/3 the speed thay would on open ground. If the player does small fast movements to not to collide with tree objects the AI would follow that movement smoothed by filters. What do you think?
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