1. #41
    EFileTahi-A,

    If you want to get that gutsy feeling,wait until possibly end of this year.

    Akella,who made the Age of Sail series,are working on a new game called Age of Pirates.
    If they've improved the engine they used for,
    Pirates of the Caribbean,which rumour says they have,you'll be in for one hell of a surprise.
    Aparently the same engine is to be used in,
    Pirates of the Burning Sea as well.
    Share this post

  2. #42
    Originally posted by EFileTahi-A:

    It is just a matter of building them with the right polygon count. The higher the poly count the perfect the sphere will be and more CPU time will be need to animate it, and vice-versa...
    The way the game chugs when nearing a convoy, even in the map screen with no 3d being rendered, seems to indicated it's more cpu-limited than graphics limited anyway. AI and physics are cpu-intensive.
    Share this post

  3. #43
    Hi Grey004

    I really did like the original Sea Dogs....I like what Akella has done....I think they could do something really special....

    -Jeff
    Share this post

  4. #44
    blue_76's Avatar Senior Member
    Join Date
    Nov 2004
    Posts
    2,245
    Originally posted by EFileTahi-A:
    Oh Blue, can you imagine scuh game with SH3 engine?
    now that would be a sim that i'd run 1x time compression all the way
    Share this post

  5. #45
    Originally posted by Grey004:
    EFileTahi-A,

    If you want to get that gutsy feeling,wait until possibly end of this year.

    Akella,who made the Age of Sail series,are working on a new game called Age of Pirates.
    If they've improved the engine they used for,
    Pirates of the Caribbean,which rumour says they have,you'll be in for one hell of a surprise.
    Aparently the same engine is to be used in,
    Pirates of the Burning Sea as well.
    Interesting... I'll see if I can find more information regarding that.

    Thanks buddie
    Share this post

  6. #46
    Originally posted by rls669:
    The way the game chugs when nearing a convoy, even in the map screen with no 3d being rendered, seems to indicated it's more cpu-limited than graphics limited anyway. AI and physics are cpu-intensive.
    Yes I know that, were simply talking on diferent subjects. I was only explaining TheRealWulfmann fellow that fewer models are not the key to achieve performance, there are many other things to take in consederation. I was talking about 3D computation ONLY.

    (The following info is for everyone else, not just for you. I'm posivite sure that you already know the following.)

    NOTE: This is a simple "figurative" way to exaplain it to you of how does a game loop works, thus, it's not accurate..

    The lagging issue happens with time compression at extremely high rate because the game's internal timer who triggers the function that computes the sorrouding vessels positions / AI will be called more often living less time for this function to end its loop before the redraw function (function who redraws graphics on screen) is executed.

    The games main loop can be something like this using double buffer:

    (Double buffer is a way of having two surfaces to draw graphics. The graphics are draw in a 2nd surface (backbuffer), and, the end they are copied to the 1st surface and showed to the user. Because drawing everything directly to the screen (using only 1 surface) will lead to terrible image flickering)

    1 - Clear all graphics from the back buffer (normaly to black)
    2 - Call the function who treats the water and draw it to the screen backbuffer (2nd surface)
    3 - Draw the sky to the backbuffer
    4 - Compute all AI vessles and draw their new position to the backbuffer
    5 - Check for player input (mouse input, key presses etc)
    6 - Play the sounds
    7 - FINALLY show all graphics by copying making an image of the backbuffer to the
    1st bufffer.
    8 - Loop to point 1

    So, if any of this points take too long to finish, point 7 will logically take longer to execute, because it won't execute until points 1 to 6 are done making no graphical updates until then...

    Time compression will then speed the timers that trigger all these points so, if your computer is not fast enough to keep with the timer (time compression) it will simply lagg...~

    If the game's loop can run 50 times in one second it means you have 50 Frames per second (extremely smooth animation) if the loop can only be executed once in one second, well, am sure you know what happens then...
    Share this post

  7. #47
    @ stljeffbb,
    Hi mate,have you got the latest patch and mod for Sea Dogs, if not I can get you the,site address to pick them up.

    GreyDog and a few other modders have extended the game play,with up to,I think its,twenty new missions.They all link up with the original game mission.
    They have also added new ships and islands plus diffferent characters.

    The download is easy , its a auto install.

    I know this is OT,and I apologise to all in advance.
    Share this post

  8. #48
    EFileTahi-A, You are over complicating a basic premise.

    It is simple math I am referring to. Doing a Japanese sub campaign would be an anti-warship campaign and that would require a huge increase in model numbers.
    Attacking large task forces that have models much bigger than merchants will require a better system than a similar attack on convoys, IMO.
    To add the classes of the US navy in sufficient numbers to avoid whining (Does that number exist??) and to do them with the detail and improved, better done, better that SH3 would not be a simple matter as you expressed. Or, you are alleging they could do it but chose not to in SH3?
    So every class modeled and loaded would be no different than a few?
    You are very correct in that done correctly the frame rate can be managed as compared to improper modeling. However, in the end, the models and every aspect of them must be loaded and once processed will vary with the hardware running them. That is taxing to most of the high end systems for SH3. To add 10 times the models in better detail and to insinuate that would not require additional power. That is fuzzy math to me and has not proven true in the CFS world I have been involved in.

    Wulfmann
    Share this post

  9. #49
    EFileTahi-A.
    Great explanation of a time loop.
    What I dislike about this, is the simple fact I can tell I am near a convoy (even a close call with a pair of ships will cause a minor lag) but the more it lags the bigger a convoy is. If I go to 256 and it still lags, the convoy is over 50 ships or I am near 2 convoys. This is intel a U-Boat would not get in real life and getting it in the game is a cheat.

    I still think a 256Bit 12GHZ CPU with 12 GB DDR8 RAM with a 2048MB VC and 10TB HD 64MB buffer would eliminate that, LOL.
    Or do they just have the LODs off?

    Wulfmann
    Share this post

  10. #50
    Originally posted by TheRealWulfmann:
    EFileTahi-A, You are over complicating a basic premise.

    It is simple math I am referring to. Doing a Japanese sub campaign would be an anti-warship campaign and that would require a huge increase in model numbers.
    Attacking large task forces that have models much bigger than merchants will require a better system than a similar attack on convoys, IMO.
    To add the classes of the US navy in sufficient numbers to avoid whining (Does that number exist??) and to do them with the detail and improved, better done, better that SH3 would not be a simple matter as you expressed. Or, you are alleging they could do it but chose not to in SH3?
    So every class modeled and loaded would be no different than a few?
    You are very correct in that done correctly the frame rate can be managed as compared to improper modeling. However, in the end, the models and every aspect of them must be loaded and once processed will vary with the hardware running them. That is taxing to most of the high end systems for SH3. To add 10 times the models in better detail and to insinuate that would not require additional power. That is fuzzy math to me and has not proven true in the CFS world I have been involved in.

    Wulfmann
    Diferent views from different points:

    - Technical view (resources management / hardware required):
    Having more models means that you need more memory (primary memory) to store these models nothing else, as performance will then be measured in total polygon count, texture size, lights, shadows etc, not unique model count.
    Processing 50 equal ships with consume as much cpu time as processing 50 unique ships as long their poly count is equal. The disadvantage of using 50 unique models will logically be the bigger amount of video memory required to use in models due the texture variarity (between some other things), unless all models use the same textures which I think it would not be a good thing to see or do.

    Some other techincal view:
    - You can have SH3 having all WWII of the world and still be able to run it on todays computers. You see, you don't have to load them all to memory, no game does this (unless it is short), models are loaded to memory ONLY when required. The only problem on this would be the amount of Hard Disk space required in order to store all this models.

    From a developing view:
    - Each model needs work. So many models translates in plenty of work, time, thus, cost.
    Share this post