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Another art-dev diary update


Flexman

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Updates to the green-zones, incremental improvements to the billboards, painting 'shadow' under vegetation.

Dev-diary update at SimHQ

 

terrain_preview_ws_41.jpg

terrain_preview_ws_36.jpg

It's looking great considering how much detail we can't use. Currently we can't use the 2.32 engine due to lack of LOD distance control, and loading the levels with all the vegetation takes three times as long in the new version due to the extra processing required for veg culling. The detail in our production level map shows little performance difference between versions. Upgrading to a new version of the engine is becoming less attractive from a performance viewpoint. Which seems a bit silly but there you go.

 

In the background we have started preliminary design work on an all new rendering system, not for Combat-Helo but for a later project (again simulator related). This will incorporating object streaming and allow for very large terrains. This work isn't interfering with Combat-Helo, there will be no unnecessary delays in production.

 

I'm currently working on aircraft data import, the part that takes a data-file (profile) of an aircraft (helicopter, fixed wing, hot-air balloon etc) and builds an instance of a class that tells it how it flies. Our FFD (Free Flight Dynamics, or Freds Fantastic DLL) class is pretty flexible, a specialist physics engine of it's own.

 

One of the more interesting features are the virtual helicopter controls. Your control inputs are sent to "virtual controls" which then have any necessary trim by AI/AFCS or other input shaping applied. The virtual cyclic can be set to match throw of your actual joystick, you set the ratio of your joystick to that of a full size 70cm cyclic. So if you're using a 20 cm tall stick, setting the joystick length to a value of 20 will correct the input as if you have a 70cm floor standing cyclic. It uses a non-linear function to still give you 100% cyclic throw (shaped after 20% so you can still apply fine control inputs).

 

We'll be discussing the Auto Trim feature at a later date. It's so simple most pilots will never know it's there.4946580266235927217-303211628450982289?l=combathelo.blogspot.com

 

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Clouds are most def on the to-do list after the Rayleigh light scattering skydome.

 

I was chatting to Eternal Crisis about clouds. Skyboxes and maybe particle based clouds are ok if there's no danger of flying close to them. And the air density of the region means getting a helicopter up to that altitude will take a lot of work, it's still possible.

 

My thoughts on clouds was either, a) don't bother, or :D billboard sprites with the old proximity fog trick.

 

Some good cloud photos on sprites might do the trick, or look really terrible. Will find out in due course.

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I actually like the sky cloud-less like it is now, but you probably want the option of clouds for different situations. Crysis has some excellent examples of how a sky without clouds can still look very realistic thanks to atmospheric perspective.

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