pwn247, on Oct 27 2010, 11:40 AM, said:
Just Cause 2 does not use fixed scenery (have you played Just Cause 2?). In fact, you can mow down trees and clear a path for a tank, etc... It's like autogen in the way that it's placed depending on the environment (more trees generated in the jungle than in the snowy mountains, and different types of trees in the desert, etc...).
I think you do not understand what I mean with "dynamic" terrain.
The terrain that you see in JustCause2 sure looks good. It's because it's not dynamically generated. It's a very precise build, like a giant 3D object. It has a completely fix photoscenery on it, hand-placed objects/scenery, optimized parts of landscape where a very precise shape does not count, heavy parts of landscape where precise shape does matter, etc....
It's not a terrain that is generated "on the fly" while you're getting next to it, based on some simple and editable data like FS.
It's hard to understand but basically, the summary would be that it is NOT possible to build a terrain like JustCause2 for the whole world, because:
- photoscenery for the whole world does not exist
- you would need thousands of people to model the mesh precisely, working for several years
- you would need other thousand of people to place objects precisely on this terrains, for a much longer period
- you would need more disk space than you will ever be able to afford to store all of that data
- you would not be able to spend the necessary money for such a product
- nobody will ever build such a terrain anyway because it would take too much time., and nobody would be able to buy it in the end.
On the other side, FS engine is able to generate the whole world based on generic, simple and easilly editable data. It's called "generic" data, where a texture can be used automatically in several places (contrary to photoscenery), where trees and building positions are placed directly on those textures, covering several places at a time, etc...
And even generic terrains can take a lot of time to build, depending on the level of details. Look at OrbX sceneries, still highly generic but yet very detailled. They have quite a team there, but nevertheless they need several months to build a single region.
Of course these notions are easier to understand for programmers than for normal gamers....
And I'm sure the rule #11 will certainly apply, so FSX will still suck because Crysis can display more details...
Edited by Daube, 28 October 2010 - 06:25 AM.