Yeah, the smoke looks like it has physics...wow!
Thats never been done before on consoles that I ever seen ,don't have a game pc so don't know about it.
several games have wind that affect the smoke and even fire. Far cry 2 is one recent example.
Yeah, the smoke looks like it has physics...wow!
Thats never been done before on consoles that I ever seen ,don't have a game pc so don't know about it.
is that RPG smoke drifting in the wind? If yes, then cool and great to see Guerilla actually doing what others promised but never delivered(looking at you COD3) an actual wind system that affects everything !
I wonder... does that wind actually require the user/player to factor in windage adjustments in their weapons fire?
Do you have to look at the speed and direction of the smoke/dust particles and adjust your aim accordingly? If so, that would be very cool indeed. I've only seen that in a few simulation based games... as a sim buff (and former high fidelity simulation software/hardware user and programmer) I'd be quite keen to see more of this implemented. That and bullet drop + ricochet implementation.
One of the SP levels has a wind element that effects movement, grenade tosses, and aiming.I wonder... does that wind actually require the user/player to factor in windage adjustments in their weapons fire?
several games have wind that affect the smoke and even fire. Far cry 2 is one recent example.
I wonder... does that wind actually require the user/player to factor in windage adjustments in their weapons fire? Do you have to look at the speed and direction of the smoke/dust particles and adjust your aim accordingly? If so, that would be very cool indeed. I've only seen that in a few simulation based games... as a sim buff (and former high fidelity simulation software/hardware user and programmer) I'd be quite keen to see more of this implemented. That and bullet drop + ricochet implementation.
Slightly off topic, but all the recent urban warfare experience has resulted in all soldiers knowing that you cannot press yourself against cover/walls, etc. because of the tendency to be hit by a round riding along the surface of a wall, etc on ricochet. I've always found it funny that video games propagate the false idea that pressing yourself up to cover as hard as you can provides any protection. Wall riding bullets; notwithstanding, wouldn't one be worried about bullet spalling?
Uhhh, I'm in the United States Army, and we very much do "hug walls" when clearing hallways and stuff.
Experience > Internet Reports.
Obviously you're face will not be pressed against it, but your back will. It's not uncommon to have a mirror with you to look around corners, etc. I think it would be best if we stayed out of discussion about stuff we've only read about.
But this looks way better because it seems the smoke will deflect off walls I never seen that effect before.
What games factor in wind where your shooting with rifles? I know Operation Flashpoint had bulletdrop.
I can think of several games ranging from simple to more advanced. Adding a static or dynamic value to the bullet trajectory path formula shouldn't be to taxing I assume. Perhaps it will if the value is dynamic requiring to be upated more times. Although if the wind in the game (using smoke or such to judge direction and strength) is the same then it is a static value. OPF had quite nice one with delay for sound to. IIRC wind affected the sound to.
Besides Op Flashpoint (and ArmA too, I'd guess) I can only think of America's Army, and I'm not 100% sure about America's Army. Can you give any more examples? Any of the Ghost Recons? Rainbow 6? All of those had snipering that didn't involve just shooting a ray to the target, but they didn't have a wind-factor to keep track of that I know of.
Due to little particle use for lets say explosion smoke fins/to costly to do collision detection with static/dynamic objects
COD4 sniper mission had wind involved.
I'm watching my videos render at approximately 10% playback speed. It's absolutely fascinating to see just how well done the motion blur is. It's all part of the package of course, but I think the game's key success is how well all of its tech components have been merged together into one excellent whole.