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2012-04-25, 02:01 PM | [Ignore Me] #1 | ||
First Lieutenant
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So the images of the TR weapons with their presumably crazy fast fire rate got me thinking. If there are a few Galaxy gunships with these quad barrel miniguns on them, how on earth are they going to do projectile physics on all of those individual bullets when there is already a battle raging on below?
I came to the conclusion that either Forgelight is magic, or they will do some sort of projectile clustering. What I mean by projectile clustering is (for the case of the quad minigun) that every time you click the fire button it shoots 4 rounds, one from each barrel. However, there is only one projectile calculated and would have the damage potential of 4 bullets. Of course, It would appear/feel/sound like four bullets were fired. What do you guys think? Would this seem to be an appropriate solution for optimizing the weapons to get better performance?
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2012-04-25, 02:14 PM | [Ignore Me] #2 | |||
Contributor Major
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What that would equate to is that all 4 bullets would have the same bullet drop, the same "inaccuracy" based on recoil/cone of fire/whatever you want to call the current mechanic, etc. Whether they're actually doing that or not, I couldn't tell you. |
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2012-04-25, 02:17 PM | [Ignore Me] #3 | ||
Corporal
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Alot of games handle weapons with implied ridiculous fire rates more or less like you described. If i recall correctly the Frostbite engine has somewhere around 1200 (or was it 2000) RPM cap before the engine can't keep up.
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2012-04-25, 02:23 PM | [Ignore Me] #4 | ||
It's not like simple gravity is complex math. I don't see why it would be much harder than bullets that travel straight.
Even if it is, I would think simple bullet drop calculations would pale in comparison to hit detection anyway. So, if they were to do clustering it'd probably be on that consideration, not the physics.
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All opinions are not equal. Some are a very great deal more robust, sophisticated and well supported in logic and argument than others. |
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2012-04-25, 02:50 PM | [Ignore Me] #9 | ||
Major
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Nah they programmed PS2 in Notepad, Forgelight is just a codename.
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2012-04-25, 04:07 PM | [Ignore Me] #11 | ||
First Lieutenant
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I can't see any reason why each projectile can't be tracked separately and have full functional physics. There will be a lot of them, but they also die / disappear rather quickly.
It may be a fun Closed Beta exercise, to get everyone in a group together and all fire shots in the air, in order to see if 2000 people with full-auto weapons can make the servers chug unreasonably hard.
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2012-04-25, 05:42 PM | [Ignore Me] #12 | ||
I think you're underestimating the processing capabilities of modern computers. I don't see any problems with calculating several million projectiles as long as each one is "just" a projectile (i.e. low-polygon model with minimal texturing). I mean, they're not going to treat each projectile as a fully-engineered elastic object, it's just a light-source with mass that obeys gravity, and that's a pretty simple algebraic calculation.
Collisions would be a different story, especially elastic ones (but I don't think they're doing that either). If everything is a rigid body, why the hell not?
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Doctors kill people one at a time. Engineers do it in batches. Interior Crocodile Aviator IronFist After Dark |
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2012-04-26, 04:40 AM | [Ignore Me] #13 | ||
Second Lieutenant
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Since a quad-cannon with a high rate of fire could kick out hundreds of bullets a second, they'll probably draw a handful of tracers to represent the massive amount of lead, without actually rendering most of it.
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2012-04-26, 11:30 AM | [Ignore Me] #15 | |||
Brigadier General
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You talk about rendering the stuff. Thats no issue, and wont ever be, because if it gets 2 much, you simply skip a few. Less bullets on screen = more fps. But we talk about calculating all those hits etc. Thats a whole different topic, and lots of tricks are used to manage a lot of bullets. Would like to know how they manage the stuff in forge light. |
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