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Pourquoi il ne faut pas comparer WWIIOL aux autres jeux.
It isn't wise to use other games as examples of what we can do. Considering you see 8km maximum viewing distance in WWIIOL, which includes all the tracers, vehicles, player avatars, boundary box colliders (invisible but still have to be rendered so you can bump into them) bombs, cannon rounds, and bullet collisions for everyone in your immediate area ... it's a miricle you get any FPS performance at all. Count up the number of objects you can bump into, add it to the number of vehicles and weapons that are currently modeled, then triple it for the ones we are going to build this year .... see where this is going ? The average view range you are seeing in those other games is not even 1 km, and their worlds are not zoneless worlds of 2.92 million square kilometers like ours is. We'll add what we can when we can. It's easy to look at another game, say "these guys are so lame, look what these other guys have done" but you're comparing an apple to an orange, they both be fruit but the comparison ends there. The general opinion of the gaming business was what we did with WWIIOL was IMPOSSIBLE to do, that's why nobody, even far bigger teams with way more money, did it, or believed that we could. He11, sometimes I'm not sure we knew we were going to pull it off to any extent that would be playable. It's easy to add eye candy when you have heavily restricted view ranges, a small total of available weapons and vehicles to render, no physics or ballistics to calculate from point of muzzle THROUGH a target and then all subsequent collisions with the INTERNAL components (in most games there ARE NO INTERNAL COMPONENTS, the object is a box you score points for hitting) ... if WWIIOL continues to provide all of this, then the only way you can have eye candy like those "other games" is to run it on a state of the art computer with the latest of everything. Our system requirements, while not basement level, at least allow all the cool things WWIIOL does do, to be experienced over a 56k modem connection on a mid range (not brand new level) computer. Geof Evans Producer/CRS Editor/World Playnet, Inc. "Everything else is just a game!" |
22/04/2003, 14h41 |
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Pkoi WWIIOL RoXxors :) (en Anglais)
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Rhaaa !!!
Merci Lindir de transmettre, cependant, une bonne âme aurait-elle l'amabilité de traduire (même dans les grandes lignes). D'avance un grand merci. |
22/04/2003, 15h17 |
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Baluchon Chonchon |
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bas moi au début j avias des pertes mais c était a cause de msn depuis que je l ai coupé ma ligne est plus stable
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22/04/2003, 22h56 |
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oui couper votre messagerie :à)
mais bon je sais pourquoi Carbo il a des pbm c'est parceque c'est un Mac :bouffon: |
22/04/2003, 23h01 |
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Soldat Belzebuth |
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je suis aussi chez club et j ai pas de problem , au test de Dudule je suis a 200ms , par contre quand je le fait j ai pas les infos sur le nombre de pacquet envoyé/ perdu ??
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23/04/2003, 08h38 |
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Prophète / Prophétesse
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si tu fais ping - t "adresse"
et ensuite control C aprés un certain temps, tu obtiens les stats du test. |
23/04/2003, 12h09 |
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