Tonci Jukic

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  • in reply to: Star Citizen – Year Four #1827
    Tonci Jukic
    Participant

      Is there a well know solution, aside from “a fix” that logarithmic z is? I’m an engineer, but I’m not an expert on 3D graphics; I’m pretty green in the modern 3D (only a year now, my work dates back to GL 1.0 and DX8 age where things were simple).

      What puzzles me is, how in Y2015 CIG can’t get the flight model correctly, while 15 years ago Volition did it just fine with FreeSpace 2 (nobody would find it bad today even) and then Independence War/2 did great newtonian model also 14 years ago. Where did Chris f.up?!

      Truth be told, I never really got that vision of going CryEngine for a space sim…

      in reply to: Star Citizen – Year Four #1819
      Tonci Jukic
      Participant

        Is this the same method Blizzard is using for their World of Warcraft no-loading world? Segmenting. I’m particularly interested in how do they achieve the solution where you don’t even feel the streaming, especially when interacting with multiple users across the map.

        The way I presume it is done is that each interactive set of characters/players/npcs/environment-elements is enclosed into a cube of its own space and with a single origin; the engine takes interacting entities and uses a single origin for those to have “small value calculations” due to small distances.
        Now, if that is true, how would such a solution handle chained interactions? By using a zoned cube for every different set of interacting entities and doing multiple calculations depending on interacting members?

        For example (a 2D representation) if this is the line representing a map and |s are characters:

        ___________|__|______________|_||________|________|___________

        We’re going to need 1 box for the first two and calc their interaction in a local space, second box for the next 3 and next two (farthest away) or one big for the whole rest… In case 2nd and 3rd can’t interact… but what if they can… how does, e.g. a projectile, is calculated when it goes through different zones? Recalc for every new zone it enters? What when it is in the same time in two zones (transition period)?

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