Zat Earthshatter
Osmon Surveillance Caldari State
304
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Posted - 2013.02.06 03:21:00 -
[1] - Quote
Terrain deformation and general map damage works best when the meshes are absolutely perfect - I.E. nobody falls through the map, ever. Haven't had that kind of bug with DUST, but this is one of those features that would be a nightmare in creating new bugs where there weren't any before.
This means we'll have to wait for years to get something like this, if we ever get it in DUST. Aside from that cautionary tale, it's the kind of realism that almost any large-scale FPS can benefit from, so that's a support from me. |
Zat Earthshatter
Osmon Surveillance Caldari State
304
|
Posted - 2013.02.06 07:10:00 -
[2] - Quote
KalOfTheRathi wrote:If you don't know how it works, here is a quick primer. All the destruction needs to be modeled. So everything that exists has to have many more models and textures than we have today. The building with everything in place. The building without the walls. The pieces of the walls as they are destroyed and, possibly, left laying on the ground. Each wall has to be done separately in case not all of them are knocked down. That is how Bad Company pulled it off. That means months of work for each map. Maybe when they upgrade to a new game engine. Or even a newer UnReal engine might support it. While we're at the concept of coding, I wouldn't be surprised if the same procedural generation that CCP is toting for maps could be retooled to create "destruction" model alterations with less effort than hand-modeling. Say it was based on damage radius, then a material modifier for the structure being hit. A program could theoretically be written that calculates how the attack would damage the structure, then modify the model for effect. Some issues may arise dealing with graphics RAM limits (256MB even in '06 wasn't good!) - so let's wait until the PS4 before testing any system like this, OK?
P.S. If I'm not mistaken, Red Faction: Guerrilla's destruction engine used structural physics math that would be difficult to use hand-modeling with for realistic results - hence, that particular game probably has such a procedural destruction program within its code. If it uses a similar engine to U3, then maybe we could start with that... |