Thrive Game Development
Would you like to react to this message? Create an account in a few clicks or log in to continue.

Thrive Game Development

Development of the evolution game Thrive.
 
HomeHome  PortalPortal  Latest imagesLatest images  SearchSearch  RegisterRegister  Log inLog in  
Welcome new and returning members!
If you're new, read around a bit before you post: the odds are we've already covered your suggestion.
If you want to join the development team, sign up and tell us why.
ADMIN is pleased to note that this marquee has finally been updated.
ADMIN reminds you that the Devblog is REQUIRED reading.
Currently: The Microbe Stage GUI is under heavy development
Log in
Username:
Password:
Log in automatically: 
:: I forgot my password
Quick Links
Website
/r/thrive
GitHub
FAQs
Wiki
New Posts
Search
 
 

Display results as :
 
Rechercher Advanced Search
Statistics
We have 1675 registered users
The newest registered user is dejo123

Our users have posted a total of 30851 messages in 1411 subjects
Who is online?
In total there is 1 user online :: 0 Registered, 0 Hidden and 1 Guest :: 1 Bot

None

Most users ever online was 443 on Sun Mar 17, 2013 5:41 pm
Latest topics
» THIS FORUM IS NOW OBSOLETE
complex damage - Complex Damage System - Page 2 Emptyby NickTheNick Sat Sep 26, 2015 10:26 pm

» To all the people who come here looking for thrive.
complex damage - Complex Damage System - Page 2 Emptyby NickTheNick Sat Sep 26, 2015 10:22 pm

» Build Error Code::Blocks / CMake
complex damage - Complex Damage System - Page 2 Emptyby crovea Tue Jul 28, 2015 5:28 pm

» Hello! I can translate in japanese
complex damage - Complex Damage System - Page 2 Emptyby tjwhale Thu Jul 02, 2015 7:23 pm

» On Leave (Offline thread)
complex damage - Complex Damage System - Page 2 Emptyby NickTheNick Wed Jul 01, 2015 12:20 am

» Devblog #14: A Brave New Forum
complex damage - Complex Damage System - Page 2 Emptyby NickTheNick Mon Jun 29, 2015 4:49 am

» Application for Programmer
complex damage - Complex Damage System - Page 2 Emptyby crovea Fri Jun 26, 2015 11:14 am

» Re-Reapplication
complex damage - Complex Damage System - Page 2 Emptyby The Creator Thu Jun 25, 2015 10:57 pm

» Application (programming)
complex damage - Complex Damage System - Page 2 Emptyby crovea Tue Jun 23, 2015 8:00 am

» Achieving Sapience
complex damage - Complex Damage System - Page 2 Emptyby MitochondriaBox Sun Jun 21, 2015 7:03 pm

» Microbe Stage GDD
complex damage - Complex Damage System - Page 2 Emptyby tjwhale Sat Jun 20, 2015 3:44 pm

» Application for Programmer/ Theorist
complex damage - Complex Damage System - Page 2 Emptyby tjwhale Wed Jun 17, 2015 9:56 am

» Application for a 3D Modeler.
complex damage - Complex Damage System - Page 2 Emptyby Kaiju4u Wed Jun 10, 2015 11:16 am

» Presentation
complex damage - Complex Damage System - Page 2 Emptyby Othithu Tue Jun 02, 2015 10:38 am

» Application of Sorts
complex damage - Complex Damage System - Page 2 Emptyby crovea Sun May 31, 2015 5:06 pm

» want to contribute
complex damage - Complex Damage System - Page 2 Emptyby Renzope Sun May 31, 2015 12:58 pm

» Music List Thread (Post New Themes Here)
complex damage - Complex Damage System - Page 2 Emptyby Oliveriver Thu May 28, 2015 1:06 pm

» Application: English-Spanish translator
complex damage - Complex Damage System - Page 2 Emptyby Renzope Tue May 26, 2015 1:53 pm

» Want to be promoter or project manager
complex damage - Complex Damage System - Page 2 Emptyby TheBudderBros Sun May 24, 2015 9:00 pm

» A new round of Forum Revamps!
complex damage - Complex Damage System - Page 2 Emptyby Oliveriver Wed May 20, 2015 11:32 am


 

 Complex Damage System

Go down 
+14
BastianKraft
Pyrotin
Poisson
Waap
Invader
Djohaal
andry796
Noitulove
Albalrogue
Tenebrarum
The Uteen
~sciocont
US_of_Alaska
Commander Keen
18 posters
Go to page : Previous  1, 2, 3  Next
AuthorMessage
Tenebrarum
Society Team Lead
Tenebrarum


Posts : 1179
Reputation : 32
Join date : 2010-10-01
Age : 31
Location : ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn

complex damage - Complex Damage System - Page 2 Empty
PostSubject: Re: Complex Damage System   complex damage - Complex Damage System - Page 2 EmptyThu Dec 02, 2010 7:44 pm

~sciocont wrote:
longpost

Limit the detailing, not the zooming.
Back to top Go down
Commander Keen
Industrial Team Lead
Commander Keen


Posts : 1123
Reputation : 36
Join date : 2010-07-23
Location : Czech Republic (not that anyone would know where it is...)

complex damage - Complex Damage System - Page 2 Empty
PostSubject: Re: Complex Damage System   complex damage - Complex Damage System - Page 2 EmptySat Dec 04, 2010 8:10 am

Tenebrarum wrote:
~sciocont wrote:
longpost

Limit the detailing, not the zooming.

Agree.

Also, if we want to continue this discussion further, we should do it in a different topic.
Back to top Go down
andry796
Newcomer
andry796


Posts : 89
Reputation : 0
Join date : 2010-11-28
Age : 28
Location : Italy

complex damage - Complex Damage System - Page 2 Empty
PostSubject: Re: Complex Damage System   complex damage - Complex Damage System - Page 2 EmptyWed Dec 08, 2010 5:17 pm

Tenebrarum wrote:
Limit the detailing, not the zooming.

I agree... but what if we enter in organism mode? We get close to many other organisms that have to be processed.
In my opinion in organism mode other organism should get random damage only (we'll se a lame soldier or an armless one :roll:, keeping a realistic effect).
Back to top Go down
Djohaal
Learner
Djohaal


Posts : 144
Reputation : 1
Join date : 2010-12-03

complex damage - Complex Damage System - Page 2 Empty
PostSubject: Re: Complex Damage System   complex damage - Complex Damage System - Page 2 EmptyWed Dec 08, 2010 5:23 pm

For strategic mode I beleive the game should fallback to classical HP bars, so managing hundreds of troops would be feasible. Also LODs.

When you are at critter mode or controlling a single organism in other modes, complex damage should be used.
Back to top Go down
~sciocont
Overall Team Lead
~sciocont


Posts : 3406
Reputation : 138
Join date : 2010-07-06

complex damage - Complex Damage System - Page 2 Empty
PostSubject: Re: Complex Damage System   complex damage - Complex Damage System - Page 2 EmptyWed Dec 08, 2010 9:41 pm

Djohaal wrote:
For strategic mode I beleive the game should fallback to classical HP bars, so managing hundreds of troops would be feasible. Also LODs.

When you are at critter mode or controlling a single organism in other modes, complex damage should be used.
This is how it will work, most likely.
Back to top Go down
Tenebrarum
Society Team Lead
Tenebrarum


Posts : 1179
Reputation : 32
Join date : 2010-10-01
Age : 31
Location : ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn

complex damage - Complex Damage System - Page 2 Empty
PostSubject: Re: Complex Damage System   complex damage - Complex Damage System - Page 2 EmptyWed Dec 08, 2010 10:02 pm

~sciocont wrote:
Djohaal wrote:
For strategic mode I beleive the game should fallback to classical HP bars, so managing hundreds of troops would be feasible. Also LODs.

When you are at critter mode or controlling a single organism in other modes, complex damage should be used.
This is how it will work, most likely.
QFT
Back to top Go down
Commander Keen
Industrial Team Lead
Commander Keen


Posts : 1123
Reputation : 36
Join date : 2010-07-23
Location : Czech Republic (not that anyone would know where it is...)

complex damage - Complex Damage System - Page 2 Empty
PostSubject: Re: Complex Damage System   complex damage - Complex Damage System - Page 2 EmptyThu Dec 09, 2010 1:19 pm

Djohaal wrote:
For strategic mode I beleive the game should fallback to classical HP bars, so managing hundreds of troops would be feasible. Also LODs.

Visaully yes, though (randomly dealt) complex damage should still be present. Try looking at the first Mechcommander game (free to download).
Back to top Go down
Tenebrarum
Society Team Lead
Tenebrarum


Posts : 1179
Reputation : 32
Join date : 2010-10-01
Age : 31
Location : ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn

complex damage - Complex Damage System - Page 2 Empty
PostSubject: Re: Complex Damage System   complex damage - Complex Damage System - Page 2 EmptyThu Dec 09, 2010 5:21 pm

TOs will have physics determine their "health" when being made. Unless totally anhilated, most will retain complex damage in strat mode if large enough.
Back to top Go down
~sciocont
Overall Team Lead
~sciocont


Posts : 3406
Reputation : 138
Join date : 2010-07-06

complex damage - Complex Damage System - Page 2 Empty
PostSubject: Re: Complex Damage System   complex damage - Complex Damage System - Page 2 EmptyThu Dec 09, 2010 6:11 pm

Tenebrarum wrote:
TOs will have physics determine their "health" when being made. Unless totally anhilated, most will retain complex damage in strat mode if large enough.
I think some techs should be tagged as not taking danage- these would be simple thngs like clothing (its damage would be integrated into that of the wearer), weaponry (handheld), comm devices, etc. anything you don't need to know the damage on should be set to not take damage.
Back to top Go down
Invader
Experienced
Invader


Posts : 528
Reputation : 11
Join date : 2010-07-10
Age : 28

complex damage - Complex Damage System - Page 2 Empty
PostSubject: Re: Complex Damage System   complex damage - Complex Damage System - Page 2 EmptyThu Dec 09, 2010 10:17 pm

I was wondering- how will buildings collapse? Will it be complex, realistic crumbling of the structure, or will they just explode into a flaming heap of rubble like in Spore?
Back to top Go down
US_of_Alaska
Overall Team Co-Lead
US_of_Alaska


Posts : 1335
Reputation : 29
Join date : 2010-07-07
Age : 31
Location : Australia

complex damage - Complex Damage System - Page 2 Empty
PostSubject: Re: Complex Damage System   complex damage - Complex Damage System - Page 2 EmptyThu Dec 09, 2010 10:27 pm

~sciocont wrote:
Tenebrarum wrote:
TOs will have physics determine their "health" when being made. Unless totally anhilated, most will retain complex damage in strat mode if large enough.
I think some techs should be tagged as not taking danage- these would be simple thngs like clothing (its damage would be integrated into that of the wearer), weaponry (handheld), comm devices, etc. anything you don't need to know the damage on should be set to not take damage.
I think that could all come down to the size, could it not? Except for clothing...
Back to top Go down
~sciocont
Overall Team Lead
~sciocont


Posts : 3406
Reputation : 138
Join date : 2010-07-06

complex damage - Complex Damage System - Page 2 Empty
PostSubject: Re: Complex Damage System   complex damage - Complex Damage System - Page 2 EmptyThu Dec 09, 2010 10:48 pm

US_of_Alaska wrote:
~sciocont wrote:
Tenebrarum wrote:
TOs will have physics determine their "health" when being made. Unless totally anhilated, most will retain complex damage in strat mode if large enough.
I think some techs should be tagged as not taking danage- these would be simple thngs like clothing (its damage would be integrated into that of the wearer), weaponry (handheld), comm devices, etc. anything you don't need to know the damage on should be set to not take damage.
I think that could all come down to the size, could it not? Except for clothing...
Not really, it depends on what someone is using it for.

Say someone is focused just on building a city with a lot of industry- they don't care about looks. They make a building that is just a rectangular prism- this building is huge, but extremely simple- only 6 polygons. Te player knows that the whole building can be replaced easily, and therefore doesn't need to go through a complex damage process.
In fact, I don't really see why TOs need cpmplex damage- even if your tank's tread is broken, it will go through the same repair process (in the game) as a tank that has a broken tureret- therefore, we don't need to know exactly what's wrong, we just need to know how wrong everything is.
Back to top Go down
US_of_Alaska
Overall Team Co-Lead
US_of_Alaska


Posts : 1335
Reputation : 29
Join date : 2010-07-07
Age : 31
Location : Australia

complex damage - Complex Damage System - Page 2 Empty
PostSubject: Re: Complex Damage System   complex damage - Complex Damage System - Page 2 EmptyThu Dec 09, 2010 10:56 pm

~sciocont wrote:
US_of_Alaska wrote:
~sciocont wrote:
Tenebrarum wrote:
TOs will have physics determine their "health" when being made. Unless totally anhilated, most will retain complex damage in strat mode if large enough.
I think some techs should be tagged as not taking danage- these would be simple thngs like clothing (its damage would be integrated into that of the wearer), weaponry (handheld), comm devices, etc. anything you don't need to know the damage on should be set to not take damage.
I think that could all come down to the size, could it not? Except for clothing...
Not really, it depends on what someone is using it for.

Say someone is focused just on building a city with a lot of industry- they don't care about looks. They make a building that is just a rectangular prism- this building is huge, but extremely simple- only 6 polygons. Te player knows that the whole building can be replaced easily, and therefore doesn't need to go through a complex damage process.
In fact, I don't really see why TOs need cpmplex damage- even if your tank's tread is broken, it will go through the same repair process (in the game) as a tank that has a broken tureret- therefore, we don't need to know exactly what's wrong, we just need to know how wrong everything is.
But it will affect how it works until it is repaired, and what and how much resources are needed to repair it. When your tank's tread is broken, it will move a lot less effectively than if it had a broken turret, and the resources needed to fix it differ.
Back to top Go down
~sciocont
Overall Team Lead
~sciocont


Posts : 3406
Reputation : 138
Join date : 2010-07-06

complex damage - Complex Damage System - Page 2 Empty
PostSubject: Re: Complex Damage System   complex damage - Complex Damage System - Page 2 EmptyThu Dec 09, 2010 11:02 pm

US_of_Alaska wrote:
~sciocont wrote:
US_of_Alaska wrote:
~sciocont wrote:
Tenebrarum wrote:
TOs will have physics determine their "health" when being made. Unless totally anhilated, most will retain complex damage in strat mode if large enough.
I think some techs should be tagged as not taking danage- these would be simple thngs like clothing (its damage would be integrated into that of the wearer), weaponry (handheld), comm devices, etc. anything you don't need to know the damage on should be set to not take damage.
I think that could all come down to the size, could it not? Except for clothing...
Not really, it depends on what someone is using it for.

Say someone is focused just on building a city with a lot of industry- they don't care about looks. They make a building that is just a rectangular prism- this building is huge, but extremely simple- only 6 polygons. Te player knows that the whole building can be replaced easily, and therefore doesn't need to go through a complex damage process.
In fact, I don't really see why TOs need cpmplex damage- even if your tank's tread is broken, it will go through the same repair process (in the game) as a tank that has a broken tureret- therefore, we don't need to know exactly what's wrong, we just need to know how wrong everything is.
But it will affect how it works until it is repaired, and what and how much resources are needed to repair it. When your tank's tread is broken, it will move a lot less effectively than if it had a broken turret, and the resources needed to fix it differ.
For TOs, could we use generalized complex damage? Damage could be dealt out randomly (or specifically, depending on what's giing the damage) to separate "systems" in a TO.
For instance out tank would have the systems
-mobility
-armor
-arms
-electronics
A certain weapon (say and EMP bomb) could be built to target specific typpes of systems. Systems in a TO woul be determined by the FPs in the TO.
Back to top Go down
Djohaal
Learner
Djohaal


Posts : 144
Reputation : 1
Join date : 2010-12-03

complex damage - Complex Damage System - Page 2 Empty
PostSubject: Re: Complex Damage System   complex damage - Complex Damage System - Page 2 EmptyThu Dec 09, 2010 11:05 pm

~sciocont wrote:
-longpost is long-

I reckon the biggest problem of detailed damage at this stage is how efficiently it can be processed without overloading the computer. ATM I think we shouldn't focus on discussing damage on strategic mode, but perhaps do it for organism mode. Something I've been thinking after reading the design document linked on your sig for the creature editor is how to make it understand the damage of protected and unprotected body parts, and what would be the effects of them. (a side-subject would be how would organs work and etc. Perhaps I should put my medschool knowledge and create a new thread for organs?)
Back to top Go down
US_of_Alaska
Overall Team Co-Lead
US_of_Alaska


Posts : 1335
Reputation : 29
Join date : 2010-07-07
Age : 31
Location : Australia

complex damage - Complex Damage System - Page 2 Empty
PostSubject: Re: Complex Damage System   complex damage - Complex Damage System - Page 2 EmptyFri Dec 10, 2010 4:09 am

~sciocont wrote:
For TOs, could we use generalized complex damage? Damage could be dealt out randomly (or specifically, depending on what's giing the damage) to separate "systems" in a TO.
For instance out tank would have the systems
-mobility
-armor
-arms
-electronics
A certain weapon (say and EMP bomb) could be built to target specific typpes of systems. Systems in a TO woul be determined by the FPs in the TO.
That's a brilliant idea.
Back to top Go down
~sciocont
Overall Team Lead
~sciocont


Posts : 3406
Reputation : 138
Join date : 2010-07-06

complex damage - Complex Damage System - Page 2 Empty
PostSubject: Re: Complex Damage System   complex damage - Complex Damage System - Page 2 EmptyFri Dec 10, 2010 4:45 pm

US_of_Alaska wrote:
~sciocont wrote:
For TOs, could we use generalized complex damage? Damage could be dealt out randomly (or specifically, depending on what's giing the damage) to separate "systems" in a TO.
For instance out tank would have the systems
-mobility
-armor
-arms
-electronics
A certain weapon (say and EMP bomb) could be built to target specific typpes of systems. Systems in a TO woul be determined by the FPs in the TO.
That's a brilliant idea.
Glad you like it- it really condenses the damage, but still gives more complex effects.
Back to top Go down
Tenebrarum
Society Team Lead
Tenebrarum


Posts : 1179
Reputation : 32
Join date : 2010-10-01
Age : 31
Location : ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn

complex damage - Complex Damage System - Page 2 Empty
PostSubject: Re: Complex Damage System   complex damage - Complex Damage System - Page 2 EmptyFri Dec 10, 2010 7:42 pm

We do need complex damage in TOs, but I like your idea ~scio. It allows for a fair amount of realism. I assume that in org mode it would go to full complex though.
Back to top Go down
Waap
Newcomer
Waap


Posts : 77
Reputation : 1
Join date : 2010-07-20
Age : 26
Location : Waap. HQ

complex damage - Complex Damage System - Page 2 Empty
PostSubject: Re: Complex Damage System   complex damage - Complex Damage System - Page 2 EmptySat Mar 05, 2011 1:12 am

Tenebrarum wrote:
We do need complex damage in TOs, but I like your idea ~scio. It allows for a fair amount of realism. I assume that in org mode it would go to full complex though.
I'm quite certain that it would be full complex for organism mode.
Also, there are some great ideas here! You guys are so smart! I need a bit more smart myself... Gotta get a new Integrated Studies teacher, a bit more sleep, ... o.0
You are cool.
-Waap.
Back to top Go down
Commander Keen
Industrial Team Lead
Commander Keen


Posts : 1123
Reputation : 36
Join date : 2010-07-23
Location : Czech Republic (not that anyone would know where it is...)

complex damage - Complex Damage System - Page 2 Empty
PostSubject: Re: Complex Damage System   complex damage - Complex Damage System - Page 2 EmptySat Mar 05, 2011 11:48 am

A bit late here, but better than never. Thanks for bringing this thread up, Waap.

~sciocont wrote:
For TOs, could we use generalized complex damage? Damage could be dealt out randomly (or specifically, depending on what's giing the damage) to separate "systems" in a TO.
For instance out tank would have the systems
-mobility
-armor
-arms
-electronics
A certain weapon (say and EMP bomb) could be built to target specific typpes of systems. Systems in a TO woul be determined by the FPs in the TO.

No offense Scio, but what would it help? I don't see any way how it could help the player (except simplifying the damage display to general areas like mobility or firepower), and computers are able to handle thousands of units with multiple damagable areas for some time already.

Also note that complex damage is only a factor for battles the player directly participates in. If he's on the other side of the world when the battle is fought, our only chance is to randomize.
Back to top Go down
~sciocont
Overall Team Lead
~sciocont


Posts : 3406
Reputation : 138
Join date : 2010-07-06

complex damage - Complex Damage System - Page 2 Empty
PostSubject: Re: Complex Damage System   complex damage - Complex Damage System - Page 2 EmptySat Mar 05, 2011 4:11 pm

Commander Keen wrote:
A bit late here, but better than never. Thanks for bringing this thread up, Waap.

~sciocont wrote:
For TOs, could we use generalized complex damage? Damage could be dealt out randomly (or specifically, depending on what's giing the damage) to separate "systems" in a TO.
For instance out tank would have the systems
-mobility
-armor
-arms
-electronics
A certain weapon (say and EMP bomb) could be built to target specific typpes of systems. Systems in a TO woul be determined by the FPs in the TO.

No offense Scio, but what would it help? I don't see any way how it could help the player (except simplifying the damage display to general areas like mobility or firepower), and computers are able to handle thousands of units with multiple damagable areas for some time already.

Also note that complex damage is only a factor for battles the player directly participates in. If he's on the other side of the world when the battle is fought, our only chance is to randomize.
Instead of tracking where damage is taken and applying it to parts in the TE, you implify it to if the tech is hit and what it's hit b, and the damage is dealt to those systems accordingly. Just a quick idea.
Back to top Go down
Commander Keen
Industrial Team Lead
Commander Keen


Posts : 1123
Reputation : 36
Join date : 2010-07-23
Location : Czech Republic (not that anyone would know where it is...)

complex damage - Complex Damage System - Page 2 Empty
PostSubject: Re: Complex Damage System   complex damage - Complex Damage System - Page 2 EmptySun Mar 06, 2011 8:38 am

~sciocont wrote:
Instead of tracking where damage is taken and applying it to parts in the TE, you implify it to if the tech is hit and what it's hit b, and the damage is dealt to those systems accordingly. Just a quick idea.

Yes, that's how it works. But how does it affect gameplay? (except making intricate designs less useful due to less accurate simulation)
Back to top Go down
~sciocont
Overall Team Lead
~sciocont


Posts : 3406
Reputation : 138
Join date : 2010-07-06

complex damage - Complex Damage System - Page 2 Empty
PostSubject: Re: Complex Damage System   complex damage - Complex Damage System - Page 2 EmptySun Mar 06, 2011 11:47 am

Commander Keen wrote:
~sciocont wrote:
Instead of tracking where damage is taken and applying it to parts in the TE, you implify it to if the tech is hit and what it's hit b, and the damage is dealt to those systems accordingly. Just a quick idea.

Yes, that's how it works. But how does it affect gameplay? (except making intricate designs less useful due to less accurate simulation)
It affects processing more than gameplay- a computer doesn't need to remember the "where" of damage. It neds to know only a few factors.
-the tech took damage
-the tech took damage type X in Y amount
-this reduces system A by B amount

It doesn't need to keep track of every FP or part of the tech and how much damage that has taken. Also, this means you could attack one system in the tech with a specialized weapon to destroy or disarm the tech. It's easier (and cheaper to short-circut an aircaft's computers than to asplode the aircraft.
Back to top Go down
Commander Keen
Industrial Team Lead
Commander Keen


Posts : 1123
Reputation : 36
Join date : 2010-07-23
Location : Czech Republic (not that anyone would know where it is...)

complex damage - Complex Damage System - Page 2 Empty
PostSubject: Re: Complex Damage System   complex damage - Complex Damage System - Page 2 EmptySun Mar 06, 2011 1:49 pm

Do you even read my posts?

Quote :
computers are able to handle thousands of units with multiple damagable areas for some time already

Want an example? Star Ruler, an indie game practically without any optimizations, frequently has more than five thousands units, each simulating complex damage. Possible because it only needs to rewrite some variables in addition to classical HP. Shots will have to raytrace with or without complex damage, and that's the most expensive part of simulating them.
Back to top Go down
~sciocont
Overall Team Lead
~sciocont


Posts : 3406
Reputation : 138
Join date : 2010-07-06

complex damage - Complex Damage System - Page 2 Empty
PostSubject: Re: Complex Damage System   complex damage - Complex Damage System - Page 2 EmptySun Mar 06, 2011 7:28 pm

Commander Keen wrote:
Do you even read my posts?

Quote :
computers are able to handle thousands of units with multiple damagable areas for some time already

Want an example? Star Ruler, an indie game practically without any optimizations, frequently has more than five thousands units, each simulating complex damage. Possible because it only needs to rewrite some variables in addition to classical HP. Shots will have to raytrace with or without complex damage, and that's the most expensive part of simulating them.
I've read it, and I understand your viewpoint. However, I'd like the programming side of things to be as simple as possible so we can reach more players and finish the game faster. We're simulating so much more than just the battle at one time, remember. I realize that shots have to raytrace to see if they contact the mesh of the tech, however, I'm more concerned, processing-wise, about the computer remembering specifically which tread on a tank got hit with a bullet. That seems like too much simulation to me- I think all you should really need to know is if the tank was hit and what it was hit with.
Back to top Go down
Sponsored content





complex damage - Complex Damage System - Page 2 Empty
PostSubject: Re: Complex Damage System   complex damage - Complex Damage System - Page 2 Empty

Back to top Go down
 
Complex Damage System
Back to top 
Page 2 of 3Go to page : Previous  1, 2, 3  Next
 Similar topics
-
» Weapon FP's
» My Evolution System Concept
» System Requirements
» Aiming System
» Compound system

Permissions in this forum:You cannot reply to topics in this forum
Thrive Game Development :: Development :: Design :: Modes :: Organism-
Jump to: