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Posted (edited)

That is true. However the vehicles themselves interact with the enviroment differently. It is totally different when you have an aircraft using air to create lift than a ship using water displacement to float. Perhaps I should have been more specific and stated water and air vehicle physics. Im glad to see you were paying attention in class though.

Edited by ZQuickSilverZ

I need, I need, I need... What about my wants? QuickSilver original.

"Off with his job" Mr Burns on the Simpsons.

"I've seen steering wheels / arcade sticks / flight sticks for over a hundred dollars; why be surprised at a 150 dollar item that includes the complexities of this controller?! It has BLINKY LIGHTS!!" author unknown.

 

 

These titles are listed in the chronological order I purchased them.

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Posted

Yeah!!! When you explain it like that it is easier for me to understand the enormous amount of work

 

Imagine if you wanted subs as well.

 

 

Theres just too much to do, too much money involved and not enuff computing power at affordable prices for the consumer.

 

 

Wish I could be born 50 years from now. It could be the reality for the kids of 2070.

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Posted

it'd be stupid to do that. computers are advanced enough to simulate those things without needing actual physical calculation.

Posted (edited)
it'd be stupid to do that. computers are advanced enough to simulate those things without needing actual physical calculation.

 

There is so much wrong with that sentence I don't even know where to start. Computers physically calculate. That's what they do. That is all that they do. It is thier thing. They are calculators.

 

How do you expect a computer to do physics if it does not calculate them.... interpretive dance?

 

Thanks for showing us how stupid it'd be to do that..................

 

By the way can I get one of these advanced computers???

Edited by ZQuickSilverZ

I need, I need, I need... What about my wants? QuickSilver original.

"Off with his job" Mr Burns on the Simpsons.

"I've seen steering wheels / arcade sticks / flight sticks for over a hundred dollars; why be surprised at a 150 dollar item that includes the complexities of this controller?! It has BLINKY LIGHTS!!" author unknown.

 

 

These titles are listed in the chronological order I purchased them.

[sIGPIC][/sIGPIC]

Posted

It should be possible in a finite amount of time and money. But, it's risky and it needs some really exact developers.

 

Think about it: what would we try to achieve?

Two things are the basics: 1) we're trying to simulate a world physically, and 2) we're trying to display a world.

 

1) is kinda... "simple", because we've a finite world, a finite amount of physical core data which has to be calculated for every client, and we could split the physic-calc on server/client.

Example: 2 Demosquads in a wood, 1 Hog 300 feet above, a flanker and an eagle in CAC on Angels 20. Who needs what?

Everyone needs the position and vectors of all other objects, including weapons.

The jets don't have ground interaction - they need per-flight flow calculation of the airstream. They also need weapon data, which is a kind of interaction, so weapon ballistics should be calculated server-side.

The Hog needs per-flight flow calc and ground interaction... but only throgh weaponary, so lets calc that serverside.

The squad an the ground... they primary need ballistics for small-arms-fire, flow calc for pressure waves of the GBU impacting; both serverside.

All objects need client-simulation of weapon systems (the infantry calculation of muzzle dirt, the Hog the state of the programmed GBU, etc.)

 

2) The world simulation is more simple. It just needs to be scaled correctly, depending on what client you're simulating. Infantry likes to see the bark of the trees, but they aren't interested in the tree size on the next hill; the low-flying hog is interested in obstacles, but they only have to be displayed exactly in an specific blob, in which reconnaissance and engagement happens, the jets only need an rough ground displayment, but would like to see the eyes of the other pilot...

 

 

 

And: the server-side calculations could be displaced in a cloud, so we need some kind of netcode synchronisation.

Its all about splitting things in the correct portions.

 

5 years, three programmer teams a 15 people and much, much coffee.

There's no "Overkill". There's only "open fire!" and "time to reload".

Specs: i7-980@4,2Ghz, 12GB RAM, 2x GTX480, 1x 8800GTS, X-Fi HD, Cougar, Warthog, dcs-F16-pedals

Posted (edited)

I totally disagree with your interpretation of physics. You cannot calculate flight just by tracking airflow.

 

First off there is weight. If you fire a missle off a wing then you just changed the whole weight balance of that aircraft. Your aircraft gets lighter as you burn fuel. Then there is damage that can affect weight balance. So lets say you have flown an A-10 for 30 minutes fired 3 missles and had part of your wing blown off. You can't calculate that simply through air flow.

 

Second there is the effect of firing aircrafts cannons. The "kickback" can affect the aircraft. Look how firing the Ka-50 cannon can kick the chopper up and cause rotation to the right.

 

You CANNOT use one set of calculations to cover a complicated task such as a moving ground vehicle (or any vehicle for that matter). The physics don't even cover the vehicle only PARTS of the vehicle. Take a vehicle with independent suspension. Each wheel has its own physics calculations. There are tons of considerations as well, traction, is it going up hill or downhill, how many passengers is it carrying, where are they sitting, where is the weight bias of the vehicle, is it four wheel drive, whats its turn radius, is it on level ground.

 

A vehicle doesn't have just one catchall calculation coverings its physics. What your seeing is multiple calculations for multiple parts and situations all moving as one.

 

Naval units I think would be about 10 times more complicated than a ground vehicle. Of course most games ships are static, have simple water, or they just fake it.

 

To me your idea of a cloud server doing all these calculations for multiple units on a multi scaled world in real time is......well it's insane.

Edited by ZQuickSilverZ

I need, I need, I need... What about my wants? QuickSilver original.

"Off with his job" Mr Burns on the Simpsons.

"I've seen steering wheels / arcade sticks / flight sticks for over a hundred dollars; why be surprised at a 150 dollar item that includes the complexities of this controller?! It has BLINKY LIGHTS!!" author unknown.

 

 

These titles are listed in the chronological order I purchased them.

[sIGPIC][/sIGPIC]

Posted

Sure, I simplified it - in optimum, you've a simulation of every real existing piece, of the fuel stream waves in the pipes to the engines, of the force interacting with the steel wire acting the rudder, etc... but you can't simulate it all, you'll have to suck it ab to different areas which you model so that they behave according to their real opponents. What my message was: you can split these calculations, break them down, process them parallel (Cuda and the AMD-Implementation are primitive basics for such tasks), and merge them again to a flight movement, which then is sent back to the client. Moving that in a cloud would be splitting the parts over different servers. Just model the real world and simplify the model.

There's no "Overkill". There's only "open fire!" and "time to reload".

Specs: i7-980@4,2Ghz, 12GB RAM, 2x GTX480, 1x 8800GTS, X-Fi HD, Cougar, Warthog, dcs-F16-pedals

Posted

Then all you have is BattleField 2 with a larger map.

I need, I need, I need... What about my wants? QuickSilver original.

"Off with his job" Mr Burns on the Simpsons.

"I've seen steering wheels / arcade sticks / flight sticks for over a hundred dollars; why be surprised at a 150 dollar item that includes the complexities of this controller?! It has BLINKY LIGHTS!!" author unknown.

 

 

These titles are listed in the chronological order I purchased them.

[sIGPIC][/sIGPIC]

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