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Autor Thema: Update zu Jet Thunder  (Gelesen 245 mal)
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Raven
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« am: Februar 21, 2010, 19:45:51 »

Etwas verspätet kommt hier ein Update von Dante zum Entwicklungsstand von Jet Thunder:



7. January 2010
Hi all,

Well I'm nearly one week late here, but anyway we hoped you all had enjoyed a great holidays season. Our project is under active development but we hit some technical barriers in the last months: 1st, the sheer territorial size needed for the Falklands/Malvinas campaign theater. We had a system in which the terrain was splitted in blocks of 10 x 10km and manually assembled using a script to position the blocks. This gaves us excellent terrain detail at all altitudes, but then it comes the technical barriers: with about a fraction of the whole territorial size needed, the loading times started to became so long that it was impractical. So, in the last few months another terrain solution was put together, with a new file format for the terrain geometry, and it's currently in tests. Reports are that it loads much faster in a ratio between terrain size X loading time. 2nd, we still may need programming help in the avionics department, as current solutions could maybe cover just A-4 Skyhawks and Pucaras, falling behind the complexities of aircraft like the Harrier/Sea Harrier and Super Etendard. 3rd, the same could be applied for Campaign code: it's still just a rough draft, and this draft is based on a heavy use of Artificial Inteligence, which demands extensive trial-and-error tests, so this 3rd technical barrier is something that jeopardizes the project as a whole.

We're actively pursuing solutions for the above problems, and sorry for the long radio silence, we just endured a time period where we had not too much to show, but rest assured that progress was made and will continue to be made.


Immerhin geht es weiter, wenn auch langsam. Mal sehen, wann eine Demo fertig ist....  punk

« Letzte Änderung: Februar 21, 2010, 19:59:00 von Raven » Moderator informieren   Gespeichert

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