To me it looks mostly like they want the system requirements not to run to
impossible.
Just saving out calculating pics that are not absolutely needed to drive,
but I might be wrong anyway.
Dirk
"Michael Veldman" <[email hidden]> wrote in message
news:Y6pm5.90525$[email hidden]...
> This has been annoying me a great deal.
> When I look at the roadside graphics (trees, buildings, etc)
> They dont move smoothly. It's hard for me to describe but it looks
> like the objects aren't scaling well and they produce a sort of stuttering
> effect. I'm finding it hard to describe. I'll give an example from GPL.
> If you watch a tree line, you will see it get closer and scale upsmoothly.
This has been annoying me a great deal.
When I look at the roadside graphics (trees, buildings, etc)
They dont move smoothly. It's hard for me to describe but it looks
like the objects aren't scaling well and they produce a sort of stuttering
effect. I'm finding it hard to describe. I'll give an example from GPL.
If you watch a tree line, you will see it get closer and scale up smoothly.
Is this just the way they programmed their 3d engine or are we still
looking at sprite?
Michael
You will notice a similar effect on the cars. Switch to one of the on-car
but not in-cockpit views (the views on the PageUp key) and look at the car
bodywork. You will notice gaps where the polygons don't always meet and
also how the position of all the polygons in repsect to each other is
constantly changing by a small amount.
In fact you can also see the same effect on the virtual cockpit. Parts of
the cockpit seem to move in relation to other parts, so instead of being
rock solid it gives the impression the car is about to fall to bits.
To me it looks like a lack of accuracy in the transformation code, maybe
because GC is still using some integer maths.
"Michael Veldman" <[email hidden]> wrote in message
news:Y6pm5.90525$[email hidden]...
> This has been annoying me a great deal.
> When I look at the roadside graphics (trees, buildings, etc)
> They dont move smoothly. It's hard for me to describe but it looks
> like the objects aren't scaling well and they produce a sort of stuttering
> effect. I'm finding it hard to describe. I'll give an example from GPL.
> If you watch a tree line, you will see it get closer and scale upsmoothly.
>
> Is this just the way they programmed their 3d engine or are we still
> looking at sprite?
>
> Michael
Not really a good enough answer.
Do I notice the scenery when tearing down a hill on a bicycle at
80kmph? The answer is Yes! and I have done this.
I do enjoy the driving, it's just that I think it is a very poorly done
graphics engine. This was an afterthought, not a major design
rework.
No matter what people say, this is GP2.5 and if in Australia, I
had a chance of returning a game, I would have!
Michael
Norman Blackburn <[email hidden]> wrote in message
news:[email hidden]...
> On Wed, 16 Aug 2000 14:50:35 +1000, "Michael Veldman"
> <[email hidden]> wrote:
>
> >If you watch a tree line, you will see it get closer and scale upsmoothly.
Quoted text (11 lines)
> > And you notice these things at 200mph??!! > > I really can't understand some people around here complaining about > things which would never be seen nor noticed if you are hot lapping. > GP3 (or any racing sim for that matter) was not produced (AFAIK!!) to > simulate a Sunday drive with your grandparents. > > JMTPW > > NormanThanks for that, I find it strange that no one seems to have said anything
about it. I just wonder what type of game/sim we really could have used
if a good, existing engine, could have been used instead.
It's a shame that the market isn't big enough that a couple of companies
could licence out their engines.
Michael
Simon Brown <[email hidden]> wrote in message
news:fSsm5.39532$[email hidden]...
stuttering
> > effect. I'm finding it hard to describe. I'll give an example fromGPL.


































