niclangdon
Member
+0|7097
I would like to see building take damage from what ever hits them.

I.e. if you could put c4 on the side of the building, blow a hole in it and then get inside. it would be sick.

also bullet holes, damage from tank shells, aircraft bombings, etc. that would last for the whole round, even to the point of building collapse. i think it would add so much to the game, alot more depth.

i can see there being some problems with areas that get over bombed or artyed. but its sounds great to me.
he_who_says_zonk
Member
+17|7142
It would be awesome but UBER SYSTEM INTENSIVE

I was experimenting with destructable surfaces for the Source engine (eg in Hammer), for example a wall made of individual bricks that are each physical objects ( func_physbox ) and the problems are

- if you don't have it down to the detail of individual bricks, it looks bad when it keeps getting blown up in the same way, like the bf2 bridges... cool the first time, but after that you realise that it has a destructable part and a non destructable part
- if you have it down to the level of individual bricks, you're using up more and more of your system calculating the interactions and collisions, which degrades performance massively. MASSIVELY. One decent sized wall in Source caused a noticable FPS drop, and bf2 is more intense on the ole system than Source.

I was actually having a conversation like this with some mates recently. It's the sort of thing to hope for in BF3 or BF4, I think

Another thing like that which I want is fully realistic buildings where you can go into any room. I'd love it if on Karkand you would be advancing down a street and a shot would come in, and you would have NO IDEA which window of which room of which building held the enemy.

One day.

Also good would be you destroy a tank = the wreckage of the tank stays there, burning, and you shoot someone, their body stays there. That would crank the atmosphere of the game up by 100%
Cyberwolf
Banned
+14|7113
It would only work if everyone was using a dual core system, the top end graphics card with 512 meg RAM and 2+ Gb total system RAM. Only then would the system be able to process it.
SAS-Lynx
Scottish Moderator!!!
+13|7197|Scotland!!!

he_who_says_zonk wrote:

Another thing like that which I want is fully realistic buildings where you can go into any room. I'd love it if on Karkand you would be advancing down a street and a shot would come in, and you would have NO IDEA which window of which room of which building held the enemy
i like that idea to, especialy on karkand, it would make it (imo) even more like BHD in somalia (BHD film fan here )
fdcp_elmo
Rules over Sesamestreet
+5|7177|The Netherlands
That is great. blow up a building and the rubble stops the movement of a tank. however in that case we need something like a buldozer or a heli that can airlift
Cybargs
Moderated
+2,285|7137
ah.... the nice calming sound of a ranger yelling: "RPG!!!"
https://cache.www.gametracker.com/server_info/203.46.105.23:21300/b_350_20_692108_381007_FFFFFF_000000.png
Vilham
Say wat!?
+580|7187|UK
must have but wait till i get an uber pro comp with a 1000ghz dual core comp... with 100000000000 RAM, then do it.
NATRONIS
Member
+0|7181
sorry to piss on your parade, but its not going to happen with bf2, so be patient for the next installment of the battle field experience. cyberwolf is right, and i would say that only 5 percent of bf2 gamers have systems powerful enough to process such an over-taxing physical effect. so by the time battlefield does work it in their next game, most of us will have the right system for it.
-_{MoW}_-Assasin
Member
+13|7150|Australia
i just think they will need at least 4 gig+ ram

It IS possible

Just make the buildings like unmoveable vehicles

In the original thing

this WAS Dice's intention (as with the laser desginator as well)
But they took it out because of the requirement reasons
niclangdon
Member
+0|7097
Oh I know it would be awhile. its just somthing i would like to see in the future, god knows my comps nowhere near powerful enough for it.
JeeSqwat
Tactical Specialist
+41|7150|Canada
Yah bomb the hell out of the US aircraft carrier and SINK THE DAMN THING....better yet leave it floating let them all tK for the jets  LOL
Scorpion0x17
can detect anyone's visible post count...
+691|7187|Cambridge (UK)
There are actually four big issues here - memory usage, video card usage, cpu usage and stability - yep, it hits all three core components incredibly hard and the software side of it can get very shakey.

On the memory side it's cos the data structures needed to represent even a modest textured cuboid-box is quite large, multiply 'quite large' by 'many cuboid-boxes' and you get 'huge volumes of data'. Techniques can be applied to reduce how much of that data is required, but even then we're still talking 'large amounts of data'.

On the video side, well, all that data is vertex info, texture refrences, shader refrences, and so on. 'Large amounts of data' mean you're still presenting the video card with 'large numbers of fully textured, shader'd and lit triangles'. Chuck in high resolution and antialiasing and any card's going to be pushed.

The CPU takes a hit because of the physics processing. Basically if you have 'X' physical objects you're dealing with 'half X squared possible interactions'. If 'X' equals 'many' that's like 'half many squared possible interactions' - that's means 'A LOT of processor usage'. Again, this number can be reduced some through applying various techniques and technolgies like dual-core will definately help with future games, but even then, the physics calculations are the part that ask the most of the CPU in any game.

Physics is also where stability comes in - by which I mean the 'physical stability of the model' - all those interactions can amplify rounding and approximation errors in the physics code and make complex structures unstable.

Hardware physics processing cards will help a lot - by this I'm thinking of something like this - give over all that physics to the physics processor and you can use the spare CPU power to do further preprocessing on the graphics data and to improve the game engine(s) - to give 'more dynamic' as well as 'more physical' game environments.

In the mean time, dual-channel and dual-core will at least help in these areas - two threads running on two cores accessing two parts of memory at the same time means you can run physics on one core, graphics and game engine on the other. Or you can mutli-thread further spliting the processing in almost all areas into multiple concurrently running threads - two available cores makes it much easier to interweave the theads.

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