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But look at this another way...if, for instance, they're busy modelling a spaceship but find that it's taking too much time to realise that ship they way they originally intended, the devs can cut back on the detail and/or the physics and nobody would know. There is nothing to compare it to, after all. Game worlds can be made as intricate or as basic as their needs determine, because there is no point of reference for it. The end user would be non the wiser either way. In a sim, you're bound by historical aspects that allow for very little leeway, if at all. As I'm sure you've noticed from this board, hardcore flight sim fans will very quickly point out even very minor mistakes or errors in 3D models, flight models and other aspects. The devs can't get away with anything other than exacting detail. It may sound rather simple in theory to 'simply' recreate something, but given the choice, I would much rather start with a clean slate so to speak that isn't bound by anything, rather than have to recreate history in the finest detail. Last edited by Rattlehead; 08-29-2011 at 05:28 PM. |
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#2
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In response to you implying there is 'no physics' involved in games! My point being both flight sims and games consist of a lot of physics (math) under the hood. Quote:
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In summary both games and flight sims consist of a lot of math and physics.. The neat thing is here in the real world all the math of the physics of a 6DOF flight model is at your disposal. Thus what a 'game' saves in not having to be 'realistic' they spend in doing the math for things that dont exist Thus what a 'sim' saves in not making things that dont exist they spend in validation for 'realism' Not saying the two cancle each other, only that 'games' spend money on things that flight sims dont have to spend money on and visa versa.
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Theres a reason for instrumenting a plane for test..
That being a pilots's 'perception' of what is going on can be very different from what is 'actually' going on. Last edited by ACE-OF-ACES; 08-29-2011 at 09:48 PM. |
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