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Page 3

Visit to Razorworks
by Kurt Giesselman

Razorworks had decided early in the project design phase that they would include some advanced type of animation in the cockpit to improve a gamer’s feeling of immersion while playing the simulation. They found themselves faced with the first of many difficult decisions early in the development of EECH.

They could animate the pilot and co-pilot’s actions to match some of the player’s HOTAS and control inputs or they could animate the pilot and co-pilot’s face to have them speak the commands and replies that would be part of the in-cockpit chatter. They had the knowledge and skills to incorporate both but not the time.

If you own the game then you know they added crew body animation not facial speech animation. Personally, I have yet to tire of looking down at my ‘virtual feet’ as I operate the controls or watching my co-pilot in the Hokum activate the defensive countermeasures.

Still not impressed with the poly count? Sheesh, tough audience. That airbase you just took off from with a line of C-17s parked next to the runway...each C-17 has 5735 polygons.



C-17 wire frame graphic



The polygon count in the attack phase on a typical CAS mission with a couple dozen vehicles, several building, and several hundred AAA rounds of munitions in the air gets into big numbers quite quickly. Razorworks did a spectacular job of keeping up the frame rate at the highest (1280x960x32bit) resolution.

 

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