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Actually, it's probably not that 'hard' - especially for the extra-mathsy kind of programmers that I reckon must work on black shark. However, difficulty was probably not the limiting factor - I'd imagine that other features (you know, like ones we actually notice and care about ;)) got priority in terms of development time, and impact on game resource budgets (like CPU time - the thing there are a 100 threads trying to optimize).

 

You'll always have to draw lines somewhere in a simulation - for example sounds. When you flip a cockpit switch or fire a missile, it just plays a sound for that. Does anyone mind that the friction of the materials in the switch and the sound waves it produce are not modelled in excruciating detail, instead of a call to SoundSystem.Play("switchID010")? Of course they don't!!!!

Posted
You'll always have to draw lines somewhere in a simulation - for example sounds. When you flip a cockpit switch or fire a missile, it just plays a sound for that. Does anyone mind that the friction of the materials in the switch and the sound waves it produce are not modelled in excruciating detail, instead of a call to SoundSystem.Play("switchID010")? Of course they don't!!!!

 

Yeah, exactly, why didn't ED model that? Considering the butterfly effect, that sound wave may just merge with other sound waves and form a 1000db shockwave which will blast all my targets to hell!:lol:

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