Shouldn't this be avoidable? (56k)

mito

beyond noob
Veteran
farcry2.jpg
 
It would be cool if they could deform the leaf rather than clipping it. How costly would it be simulate the leaf pressing flat on the screen (extending it down the screen at the intersection with the camera)? I'd imagine it would be even costlier to have the gun+arm interact with it, too.
 
Sure it's avoidable: Drop some Agent Orange down before you go invading a tropical island ;)

What you're seeing is near plane clipping. Not much to do about it except make sure that no objects get too close. Since Far Cry let's you walk through the fauna, it's harder to avoid.

-FUDie
 
Yes, it's avoidable. You can do collision detection with the near clip plane and treat each leaf/branch as a spring that reacts appropriately.

The question is: do you want the leaf to bend when you walk into it, or do you want to be able to play the game? Because I can pretty much guarantee you that the calculations required to do what you want will cause the game to be a slideshow on any current system.
 
Shouldn't have to be that expensive, unless you're using a very naive implementation that just loops over all pieces of vegetation and checks for collisions. The bending in itself shouldn't be particularly costly either.
 
On the other hand, if you did manage to find an efficient way to loop through all vegitation efficiently, adding wind would be trivial.
 
Humus said:
Shouldn't have to be that expensive, unless you're using a very naive implementation that just loops over all pieces of vegetation and checks for collisions. The bending in itself shouldn't be particularly costly either.

The game itself shouldn't be as slow as it is either, if it was being done as efficiently as possible. However, given the fact that it's one of the slowest games out there at the moment, I don't foresee them being able to accomplish such a task as this without making it perform substantially worse.
 
Chalnoth said:
On the other hand, if you did manage to find an efficient way to loop through all vegitation efficiently, adding wind would be trivial.

Well, wind affects all vegetation, while the player only affect vegetation at very close range. With some sort of spatial sorting of the geometry it should be fairly quick to cull huge chunks that for certain is not affected by the player.
 
Crusher said:
The game itself shouldn't be as slow as it is either, if it was being done as efficiently as possible. However, given the fact that it's one of the slowest games out there at the moment, I don't foresee them being able to accomplish such a task as this without making it perform substantially worse.


:oops: that's news to me....just how bad is it? I thought the Halo port was terrible....but this is still bad too?
 
Humus said:
Chalnoth said:
On the other hand, if you did manage to find an efficient way to loop through all vegitation efficiently, adding wind would be trivial.
Well, wind affects all vegetation, while the player only affect vegetation at very close range. With some sort of spatial sorting of the geometry it should be fairly quick to cull huge chunks that for certain is not affected by the player.
Right, but I was thinking of implementing it through the physics algorithm. This may or may not be useful (i.e. you could just bake it into a simple animation), as it may make interaction easier. Anyway, yes, you can definitely use the spatial sorting if you just want to deal with player interactions (though you'd probably also want to deal with other mobile object interactions...NPC's, thrown boxes, etc...).
 
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