Author Topic: Request: Realistic Visuals  (Read 7745 times)

Fred187

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Re: Request: Realistic Visuals
« Reply #20 on: September 23, 2005, 10:46:19 AM »
I've thought of a new visual effect that could be quite good, weather effects i.e. rain, snow, fog, etc. I'm not sure whether or not this is already possible but I've certainly never seen it.

jitspoe

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Re: Request: Realistic Visuals
« Reply #21 on: September 23, 2005, 11:40:41 AM »
We started on something like that but never finished it.

Eiii

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Re: Request: Realistic Visuals
« Reply #22 on: September 23, 2005, 05:38:47 PM »
Well, once you have other priorities done, finish it!

CainAssassin

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Re: Request: Realistic Visuals
« Reply #23 on: September 23, 2005, 09:46:23 PM »
weather sounds like a great idea. Think of all the possibilities with lense fogging or something along those lines to make it more realistic..

jitspoe

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Re: Request: Realistic Visuals
« Reply #24 on: September 24, 2005, 03:13:29 PM »
Fog is already supported.  Though it messes up with underwater caustics -- need to figure out how to work around that.

Eiii

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Re: Request: Realistic Visuals
« Reply #25 on: September 24, 2005, 04:29:56 PM »
Fog is just messed up in general. Thing to improve in fog:
Make lights 'blurred' and more visible from a distance. (ala Halo 2) (SSHOTS! These don't show it so well, but...
http://bungie.net/images/Games/Halo2/screenshots/h2_mp_backwash1.jpg
)

Make an entity that keeps fog from existing there. (so you can only have fog outdoors)

Fred187

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Re: Request: Realistic Visuals
« Reply #26 on: September 25, 2005, 01:56:57 AM »
Back to the "what happens after you die" topic, what if there was a guy with a bag for each team who went around pickinng up all the bodies and taking them back to base. This idea seemed less crazy in my head. Also does jitspoe ever intend to implement ragdoll physics? If so then this guy seems to have the right kinda tools: http://www.walaber.com/

Eiii

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Re: Request: Realistic Visuals
« Reply #27 on: September 25, 2005, 07:41:21 AM »
Not gonna happen. The ragdoll physics, on the other hand...
http://jet.ro/dismount/ <-- better...

CainAssassin

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Re: Request: Realistic Visuals
« Reply #28 on: September 25, 2005, 07:55:11 AM »
would it be possible to make ragdoll physics to miscellaneous barrels that aren't stacked together in a particular way?

LaFAWNda

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Re: Request: Realistic Visuals
« Reply #29 on: September 25, 2005, 08:01:21 AM »
It may not be realistic, but still, it could be cool I guess... :-\

CainAssassin

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Re: Request: Realistic Visuals
« Reply #30 on: September 25, 2005, 08:05:24 AM »
 :-[ yeah, I guess you're right, and I rest my case.

Fred187

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Re: Request: Realistic Visuals
« Reply #31 on: September 25, 2005, 08:40:47 AM »
Roughly how possible would ragdoll physics be?

Eiii

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Re: Request: Realistic Visuals
« Reply #32 on: September 25, 2005, 08:49:20 AM »
I don't think it would be very possible, because of the model format, but I"m not jits.

Fred187

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Re: Request: Realistic Visuals
« Reply #33 on: September 25, 2005, 10:50:26 AM »
*cough*cough...giveusyoureopinionjits...*cough*cough

jitspoe

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Re: Request: Realistic Visuals
« Reply #34 on: September 25, 2005, 01:29:11 PM »
The problem with physics isn't the model format (anymore), it's implementing the physics engine itself.  All of the free physics engines I've tinkered with are incredibly slow and buggy.  I don't know about you, but I don't want my framerate to drop down to 10fps when some physical interactions occur, not to mention stuff falling out of the level.  Even professional physics libraries like Havok have their issues.  I might have to write my own physics engine if I want to do this.

The other problem is networking.  I'd either have to update the position of each body part from the server (waste lots of bandwidth), or do it all on the client (each client would probably see something different happen).

In short: it would cause a lot more CPU and/or bandwidth usage and may take a few years of development time.

Eiii

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Re: Request: Realistic Visuals
« Reply #35 on: September 25, 2005, 04:44:36 PM »
*Idea
Have it client-based, like you said, but have all the clients do the physics at a fixed rate (servercvar?). Then, every 10 seconds or so, update the REAL position of the vehicle. And the physics engine doesn't have to be great and complicated. Heck, the physics engine in halo 1 was just shperes and springs.

CainAssassin

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Re: Request: Realistic Visuals
« Reply #36 on: September 25, 2005, 04:52:40 PM »
well how long would that take? it sounds like a good idea

Eiii

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Re: Request: Realistic Visuals
« Reply #37 on: September 25, 2005, 05:09:17 PM »
All my ideas are good. Jits just has to learn that. And, way to use tags.

jitspoe

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Re: Request: Realistic Visuals
« Reply #38 on: September 26, 2005, 05:10:26 PM »
Clients can't do physics at a fixed rate because framerate can vary too much.  60Hz is about the minimum you would need for decent physical interactions, but there are many players who still get less than 60fps, and physics calculations will decrease that number even more.  The "real" position of things like vehicles would need to be updated on a regular basis.  10 seconds is like 3 rounds of pbcup. ;)  It doesn't have to be great and complicated?  So you don't mind if things get stuck all the time and/or fall out of the level? :)

Anyway, I'm not saying it can't be done, I'm saying that it's going to take a lot of time to implement and will bump up the system/bandwidth requirements.

CainAssassin

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Re: Request: Realistic Visuals
« Reply #39 on: September 27, 2005, 09:05:56 PM »
srry bout that eiii  :-[ lol