Alliance: The Silent War
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Buildings Physics
https://www.alliancethegame.com/community/viewtopic.php?f=14&t=463
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Author:  Nos [ Fri Nov 17, 2006 8:49 am ]
Post subject:  Buildings Physics

Would it be an idea to also include accurate building physics, for example.

A trooper chases a rebel into a house, who runs upstairs and hides. The trooper listens out, heres him walking directly above so aims at the ceiling with his MP5, shooting 30 shots around the location - the bullets rip the rebel apart through the floor.

A solider is hiding in a doorway, takes a few supressing shots and disappears behind to the side of the door. The supressor with an FAL, estimates that he is just to the side of the door so puts a long burst into the wall alongside it - the solider takes damage and leaves the area.

In other words, unlike most games - walls, floors, cars, etc shouldnt be invulnerable to heavy caliber/high velocity shots. You very often have games like CSS, Call of Duty, etc that have the odd wooden barrel or cart that gets shreaded, but hardly ever to you have accurage wall textures. Its not rocket science to programme, but would add a very important breakthrough concept that could add to the games uniqueness - and hence give it a very good selling point!

Nos

Author:  AllianceEric [ Fri Nov 17, 2006 12:01 pm ]
Post subject:  Re: Buildings Physics

Nos wrote:
Would it be an idea to also include accurate building physics, for example.

A trooper chases a rebel into a house, who runs upstairs and hides. The trooper listens out, heres him walking directly above so aims at the ceiling with his MP5, shooting 30 shots around the location - the bullets rip the rebel apart through the floor.

A solider is hiding in a doorway, takes a few supressing shots and disappears behind to the side of the door. The supressor with an FAL, estimates that he is just to the side of the door so puts a long burst into the wall alongside it - the solider takes damage and leaves the area.

In other words, unlike most games - walls, floors, cars, etc shouldnt be invulnerable to heavy caliber/high velocity shots. You very often have games like CSS, Call of Duty, etc that have the odd wooden barrel or cart that gets shreaded, but hardly ever to you have accurage wall textures. Its not rocket science to programme, but would add a very important breakthrough concept that could add to the games uniqueness - and hence give it a very good selling point!

Nos

It's not quite as easy to program as you think. That said, we want to have as accurate a bullet penetration model as we can. It's to early to tell to what extent it will be possible.

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