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Member Since 22 Feb 2007
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Posts I've Made

In Topic: Installed GTX 970

Today, 02:09 PM

I have one and it works just fine, and it hits the right price point for me. :)

In Topic: Ghost Recon Map Sizes

Today, 02:05 PM

All maps were a maximum of 400x400 meters. The planning setup worked off of that as a fixed size. They could be smaller though.

In Topic: Rainbow Six: Siege (PC/XB1/PS4)

07 February 2016 - 02:55 PM

View PostLogan6, on 07 February 2016 - 01:13 PM, said:

As for the engine, I'm impressed that I can even put just that single displacement map box in.  I'm so used to nothing in True Combat, Infiltration maps.  My first real foray into mapping in an engine that isn't 15 years old. Posted Image

Yeah, UE4 is definitely a modern game engine in everything except real-time lighting. For whatever reason they still fall behind in that area. Crytek leads the way there I think.


EDIT:  Thinking about it though, the real problem is if its all client side.  Say you punch a hole in a wall with a Large Caliber Gun or an RPG-29 or such.  If the server could handle that, then it could send out that information to all the clients and they would all get the same size / shape hole.  You could let the clients handle smoke, particles, small bullet holes. on their own, because that wouldn't really effect anything game wise.  I'm not sure about physics.  Frostbite engine seems to do it, but I have no idea how.

Server side physics is certainly doable and there are examples out there (we do it a lot in the simulations business, but that is over a LAN). The problem is bandwidth and latency over the internet. That is a lot of data to shove over the net.

DICE did some really innovative stuff with the ocean/boat combat in BF4. It was mostly done client side because they were able to develop a system that produced predictable results of the wave movement based on a common mathematical starting point. So each client started at the same spot and progressed at the same speed, therefore ensuring everything more or less in sync. Not sure how they got around net latency and framerate differences though..... Usual DICE magic I guess. :)

Now that is a lot different than destruction. With destruction you need to reliably have all clients know the positional data of every piece. That is where the bandwidth overload comes into play. Again, its all doable (see the game this thread is about), but its also usually in pretty controlled environments and always purpose built and not a general game engine solution.

In Topic: Rainbow Six: Siege (PC/XB1/PS4)

07 February 2016 - 06:58 AM

View PostLogan6, on 06 February 2016 - 12:47 PM, said:

Actually, its pretty simple in the editor.  You just change an object to a destruction mesh, and then set up how its going to crumble or explode.  The hard part is programming the bullet to acknowledge it in the Blueprints.

I lot more to it than that. ;)

Destruction in a SP game in UE4 is pretty straight forward, but once you introduce MP into the mix it get to a be a big problem and isn't trivial. That "simple" destruction you can easily setup isn't replicated. So if client 1 blows it up then client 2 sees it still intact. You can code around that so that all clients get the same projectile hit, but then each client's physics will handle the destruction on its own. So the hole/destruction will be in different places with different results. There are also many performance considerations as well.

View PostLogan6, on 07 February 2016 - 01:41 AM, said:

Actually, I just imported a big box with a (200x200x10) displacement map on each wall and ceiling.  Lit a big fire in middle of it, and it looked pretty impressive.  Set it to show my FPS as I went around it, and FPS held steady at 120.  I'm pretty impressed with that.  Probably more triangles in that box than some of the old INF maps put together!  Pretty impressed with the engine so far.

Realtime rendering is never that simple. :)

Break that box up into 4000 individual pieces of varying sizes with things in front of other things and try it again. Your FPS will plummet.

UE4 is impressive and it can do a lot, but its a slippery slop to assume that a full on game should/could do something based on very simplistic tests.

In Topic: Rainbow Six: Siege (PC/XB1/PS4)

05 February 2016 - 07:19 PM

All I will say is DO NOT tell people to not come back. Feel free to disagree and argue facts/opinions all you want, but don't ever discourage anyone from coming to this forum. This forum exists first and foremost promote and provide a fan/user conduit to Blackfoot Studios and our games. These non BFS/GB related sub forums are here because we want to foster a community where people don't feel belittled or unwelcome because they have differing opinions.

Everyone is a guest here and no one owns the forum by BFS! By telling people to leave and not come back you are effectively telling a BFS customer to get lost you aren't welcome. And all because of differing opinions on a non BFS game. You don't like what someone else does, fine... Offer your opinion then move along to another thread.