Flight Model in Simulation Design: A Forum
by David Zurawski |
||||
Speaking of technology Maybe with the advent of newer technology, there is a greater possibility ahead? While on the subject, let's pin them down again! Q5) Taking into consideration the recent advancements in processor speed and 3D rendering technology, what do you think may be possible in the near future that wasn't possible in the past or present with regard to flight simulations? Q6) In a perfect world … What would you like to provide to consumers toward the "best" simulation possible? Wayward Design Q5&6 Q5) The great leaps in floating point performance, coupled with the next generation video cards having all the transform and lighting stuff in hardware will allow us to have much higher fidelity flight models, higher frequency physics calculations and a higher frame rate. Q6) "B17-II The Mighty Eighth" and a free, zero-lag Internet connection. Oh, and fear. If I could condense fear into tablet form, there would be a bottle in every box. "Take one before every mission... Parsoft / Inertia Q5&6 Q5) As the processors become faster we can devote more time to physics processing and bring the fidelity of the simulation up to an unheard of level. Combined with the advances in 3D acceleration, the bar on graphics will also continue to rise until we reach a level where we may not be able to tell the difference between what we see on-screen and a scene captured with a video camera. Q6) Essentially a whole-war simulation, fully simulated squadrons, troops, ships, you name it. Basically, a simulation where the player can see and experience every aspect of WWII in one-encompassing package. Looking Glass Q5&6 Q5) Well, graphics are obvious here; 32-bit texturing, texture compression, photo-realism, the list goes on and on. On the physics side of things, dual processor machines, once they become the norm, will be the biggie. Games currently dedicate about 10% to physics, 10% to AI, 10% to sound and the rest (70%) to rendering. Imagine having a dedicated CPU running just the physics! Some of the fallout would be better fidelity of not just your plane but of AI planes as well. Q6) Purely from a physics point-of-view, it would be great if we could give the consumer a flight model that rivals the fidelity of the simulators used to train airline pilots. Those simulators model the airflow around the wings, fuselage and other surfaces of the plane using the techniques and equations of computational fluid dynamics (CFD); or at least they use much more plentiful and accurate low-level data on the planes they are modeling. |
Playnet Q5&6 Q5) Well the biggest news will be in physics. Sure graphics will be constantly improved, but the ability to model fragmentation damage, ricochets, high fidelity structural damage, THAT'S the stuff that will be the true raise of the bar. Flight sims are already looking great, and will keep looking better, but the lifting of limitations on CPU speed will really be rewarding when we can increase the ability to model more physics. Q6) A total-combat-experience, not just planes, and not just shooting. Air, Land, and Sea vehicles, planning, teamwork, accomplishments and consequences all happening in real time with real people. We're calling it WW2 Online… WOW … Was that a ride or what? I guess the question is: "Did I get my question answered?" If you will recall, I was asking, "What is up with the flight models today and what makes them the center of such debate?" Unfortunately, my question stands. It's obvious the programmers are using every possible resource at their disposal in an attempt to bring their respective flight models to absolute fidelity. So it's hardly the technology, and that leaves two possible answers to my question. 1.) The hard data problem. As a result of this article, it's obvious there it a wealth of "common data." As the demand for high fidelity flight models increases, so does the need for very specific and isolated data specifications, something that evidently is a rare commodity considering the age and availability of the subjects. 2.) "Personal interpretation." Let's face it, in our own "mind's eyes" we all have our own personal ideas of how these classical birds flew. The developer that best captures our imagination that will run away with flight simulation's "brass ring," but that developer may or may not have best captured the model. In the end, it will be a subjective assessment by the player which will likely involve many factors other than merely the flight model. These two factors probably explain the common complaints on flight models. In any case, it seems certain that the fm is a key component in simulation design and will continue to be a determining factor used by many virtual pilots in their buying decisions. For more on these coming prop simulations in development see our Air Combat Previews index. Join a discussion forum on this article by clicking HERE.
|
|||
Copyright © 1997 - 2000 COMBATSIM.COM, INC. All Rights Reserved. Last Updated October 4th, 1999 |