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Why Draw Mustaches On The Mona Lisa?

HUD Gameplay Cockpit

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#41 Nesutizale

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Posted 22 July 2020 - 12:10 AM

If it wouldn't be for some patch stuff PGI does I would say they don't even have a coder. Just editing some excel table ^_^

As for digging your own hole. I realy hope that this is not the case. Not beeing a coder myself and only following what is said here and there...from what I hear Cryengine isn't the easiest to work with on the code level.
Unreal engine is easier to get into but is less efficient.

I didn't quite get the techno bubble so in my mind its like:
Unreal uses Legobricks to create stuff. Its easy to do but has corners.
Cryengine is like yarn or spaggethi, hard to untangle but you can create nice balls

And that is most likely the most untechnical discription of an engine you programming guys ever heard ^_^

#42 MW Waldorf Statler

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Posted 22 July 2020 - 02:16 AM

Problem with Mechs what im see ...each Mech has 11 single Parts in movement relations each to each other(a Mech like 11 single figures in other FPS Games ) + all the Projectiles, Missles ,Enviroment and all calculated server based , thats a Lot of performance , and this all in a second View brings the Engine down.

Edited by MW Waldorf Statler, 22 July 2020 - 02:16 AM.


#43 Nesutizale

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Posted 22 July 2020 - 04:57 AM

Well 11 hitboxes at last. Don't know how they devided up the mech itself. Minimum would be a Torso (including head in some cases like Marauder for example) 2 arms, 2 legs => 5 parts with 11 hitboxes on it.

Reading that I am not sure if that makes it more simple or worse ^_^

Anyway fact is that MWO has a pretty unique problem with the high number of hitboxes per figure compared to most other games that have maybe 2 per figure.
IIRC that was also the biggest challange when MWO was first created and they had one guy that was able to hack that into the engine but he left as far as I know. So optimising that part of the code could be a hell of a challange. Trying to understand what someone else did and how everything is connected. At least thats what I think.





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