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»  COMBATSIM.COM ARCHIVE FORUM   » Game Discussions (Genre)   » Helos   » Helos and Tanks, do you think

   
Author Topic: Helos and Tanks, do you think
Jack
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Member # 5499

posted 09-13-2000 10:42 PM     Profile for Jack   Author's Homepage     Send New Private Message   Edit/Delete Post   Reply With Quote
Do you think we'll ever see a tandem of a helo sim and a tank sim that work together? I know M1TP3 was supposed to work with Gunship but that didn't pan out. I've been playing EECH and Steel Beasts alternate days and it sure would be fun to be driving the Leo tank and see a pair of Hinds after me.

Sigh!'

Jack Black


Posts: 36 | From: USA | Registered: Jul 2000  |  IP: Logged
Ssnake
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Member # 4038

posted 10-09-2000 03:13 AM     Profile for Ssnake   Author's Homepage     Send New Private Message   Edit/Delete Post   Reply With Quote
Since you explicitly ask whether we will ever see a combined tank/helo sim, my answer is "Yes".
If you ask "when?", all I can say is "dunno". It would require two teams working in cooperation, and they need to design a common engine first, then create plugin modules that contain one or the other or both elements.
It is not trivial to combine the quite different engine requirements for both game types - but then we can see a lot of efforts to integrate ego shooters with vast exterior landscapes.

The problem is that modern day tank sims require a high terrain resolution and at least 5.5 kilometers of rendering distance, preferrably even more.
Helos want to have at least the same visibility distance, but they can live with a less detailed terrain resolution quite as well.
Ego-shooters like Delta Force have a rendering distance of about 1 kilometer right now, and judging from the screenshots, Ground control and Flashpoint range in the region of 2.2 kilometers.
Current 3D accelerators are still optimized to render the interior of buildings. We need different engines, though. It's a pity that no 3D accelerator supports voxel engines. Smooth and filter voxels, and you get a superior result. Combine it with polygon vehicles and buildings, add realistic shading, and the result should be stunning.

Unless we get hardware acceleration for voxels, they will look like early 3D environments compared to Unreal and Quake engine based games today.


Posts: 467 | From: Germany | Registered: Apr 2000  |  IP: Logged
MoZeR
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Member # 2917

posted 10-09-2000 12:33 PM     Profile for MoZeR   Author's Homepage     Send New Private Message   Edit/Delete Post   Reply With Quote
Hmmm, I think the trick of creating these dual purpose environments is this: full scene level of detail modes. So if youre walking on the ground, highest level of detail(shortest view distance), if your in a tank 2nd highest, if in a heli you don't need nearly as much detail as on the groudn but you get to see a lot further. and hey, if you're a fast mover, even less detail. Now for each mode actual game objects like buildings or vehicles woudl have their own either independant or interdependant levels of detail. So maybe the level of detail for a soldier when viewed from a tank is not the same as viewed from a helicopter, but unless you're sitting on the ground right in their face, it doesn't need to be. I believe the main modular part would need to be the UI/controls. A full feaured physics engine might reduce the need for two different modules but I'm guessing it would increase cpu usage. But still, all it needs is a team with enough guts to try it(and enough funding). And I coudl build all the 3d models and textures for them!
Posts: 61 | From: San Diego, CA USA | Registered: Feb 2000  |  IP: Logged
the_conquerer_cgi
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posted 10-10-2000 09:03 AM     Profile for the_conquerer_cgi     Send New Private Message   Edit/Delete Post   Reply With Quote
In ten years CPU usage and such will not be an issue. We've seen Computers go from 4 MB of ram to 128MB and from 66MHz to 1 GHz in 10 years. At this "technological acceleration" in ten years I can gaurantee SOMEONE will make this "all physics" engine and as for this multi detail level engine its already being used. In Homeworld, Enemy Engaged, and many other games it is already used. The only thing would be to make the different profiles. So, I also dare to make a prediction that in 10 years, when we will have super machines that can handle almost anything (we already have computers that can run at 1024x768, maxed out with anti aliasing... and THAT is pretty darn REAL) the sim market will open back up. So my only motto about that better game everyone keeps crabbing about is "wait". Time is the essence of perfection...

[This message has been edited by the_conquerer_cgi (edited 10-10-2000).]


Posts: 299 | From: Ft. Myers, Fl, US | Registered: Oct 2000  |  IP: Logged
Lord_bunker
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Member # 7210

posted 10-12-2000 09:23 AM     Profile for Lord_bunker   Author's Homepage     Send New Private Message   Edit/Delete Post   Reply With Quote
i think while your at it you might as well thorugh in everything else. i envision the day when somebody will produce a system of sims in which you have people playing ground troops, tanks, jets, helos, ships and basically every other aspect of modern combat. preferrebly in an online enviroinment that could support that many similtanious users.
Posts: 4 | From: | Registered: Oct 2000  |  IP: Logged

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