Les_the_Sarge_9_1
Posts: 4392
Joined: 12/29/2000 Status: offline
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Actually Joe by hopelessly complex, I meant designing games that require a massive increase in data processing. I was not referring to ASL, 3R, World At War, Steel Panthers, Close Combat really. To coin a notion, a hex with 1000s of points. If a hex is called a woods hex, it applies to the hex only once. That is not at all complex. Many things can happen as a result of a woods hex, that might end up complex (ASL being a good illustration). But to take a woods hex, and impose a 1000 seperate data points to it, that is complex. Even if each data point in a seemingly woods zone, is handled identically, the computer must now not just move the unit into the hex, but must resolve the unit going from point 0001 to point 0002 to point 0003 get the idea. Now if on a map a unit can traverse what to a hex map game is ten hexes, that could mean calculating a position among 10k seperate locations. Now granted computers out there are getting fairly fast, but are they ready for that? I mean we are talking hmmm 100 units, each in motion, each calculating movements, concerning 1000s of points. And no one is going to give up their pointless animations (as another poster in another thread seems to indicate). So you will be doing more than simple movements, you will be rendering animations, just because they look pretty. All of which are expected to be running constantly "just because". I don't have a P4 system and I highly doubt I ever will. Some day I might be forced into an upgrade, it will likely be several leaps forward by then. But it sounds like all this down with hexes hysteria is going to need a computer several generations from now. And for what?, because hexes are such an eyesore?
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I LIKE that my life bothers them, Why should I be the only one bothered by it eh.
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