Battlefield: Bad Company 2 Online
Том 1
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28 апреля 2009 года в 18:48
Что нового?
- 15 транспортных средств
- 46 огнестрельных оружия
- 200 модификаций для оружия
- Более 15000 вариаций модификаций класса игрока
- 4 класса игрока: Медик (medic), Солдат нападения (assault), Стрелок (recon), Инжинер (engineer)
- 15 гаджетов
- 13 характеристик внешности
- Ранговая система с бейджами, нашивками, медалями и 50 рангами
- 8 карт в мультиплеере
>>> Скриншоты <<<
E3 Trailer
Teaser
GamesCon 09 Trailer
кстати. если помечтать, был бы редактор уровней - вот это было бы мега круто (вроде в фаркрае 2 есть такая штука), получилась бы система а-ля литтл биг плэнет для взрослых)))
GhostLIFE:
И куча наиацтоейнейших левелов^^
ты просто не умеешь их готовить (с) :lol:
punisher:
в ЕА тоже xDGhostLIFE:
И куча наиацтоейнейших левелов^^
ты просто не умеешь их готовить (с) :lol:
GhostLIFE:
punisher:
в ЕА тоже xDGhostLIFE:
И куча наиацтоейнейших левелов^^
ты просто не умеешь их готовить (с) :lol:
В Бкомп, всего карты три нормальных.
y name is Henrik and I'm one of the programmers on Frostbite,
First of all you are of course right when it comes to games being made on a first generation engine. There are allways things that you don't manage to fix before launch (or even notice until after launch even though you've had hundreds of testers playing the game for months)
These are the reasons why we only have 24 players in BC/1943
* Performance - making a game with so much destruction, vehicles and with that scale and still trying to keep it good looking is hard. 33ms/frame is disappearing pretty fast... if we removed the destruction and instead precalculated stuff I'm sure we could have squeezed in many more players performance-wise. We are of course always working on performance :-)
* Network bandwidth restrictions - There are pretty tough restrictions on how much data that is allowed to be sent to the client on 360/ps3, the destruction and the vehicles steal _lots_ of bandwidth, a vehicle is much more expensive than a soldier. Every object that is moved by simulation and is gameplay affecting need to be at the same place on all clients at the same time and therefore need to be networked, the destructable state also need to be networked. And as you know we have vehicles and lots of destruction in bc/1943.
We are actually running about ~12 game servers on each physical server, meaning that each physical server can handle about ~300 players. We could easily switch so we had less game servers running 32 or more players but then every client would need to receive much more data over the network which might break the rules microsoft and sony have put up. The reason why they've put up these rules is to ensure the quality of the game for all players, maybe we could someday implement matchmaking (or server browsing) that would let the player join servers with more players if his/her internet connection bandwidth allows it.
There will of course also be lots of optimizations on the network protocol which will make it easier to squeeze in more players on a server without violating bandwidth recommendations.
* Design - I can't remember how we ended up with the limit of 24 players but I guess it was a compromise in order to get the destruction and visual quality that we wanted. It is also harder to balance gameplay on levels with more players, since we're doing lots of play testing to make the levels fun you can imagine how hard it would be to tweak if the level supported 200 players (even though it would be really cool)
There is nothing (that I know of) that limits the number of players in frostbite, and if there is, it is probably a bug. I've tested running over 80 players locally (client-server) on the consoles when measuring performance and it works just fine (except framerate).
.
I hope I covered most of it
/h Вот такой пост програмиста Frostbite(движок ВС,В1943,ВС2) был сегодня размещен на офф. британском форуме ЕА. Качественный перевод в силу слабого знания англ. дать не могу ( надеюсь, местные полиглоты помогут ),а суть в том,что он объясняет причины ограничения количества игроков на карте,которые не ограничиваются возможностями движка и сложностями программирования,но и включают какие-то правила Сони и Майкрософта,накладывающими некие серверные ограничения.Так же,он пишет,что тестировал игру с 80 игроками на сервере и проблем не было.
First of all you are of course right when it comes to games being made on a first generation engine. There are allways things that you don't manage to fix before launch (or even notice until after launch even though you've had hundreds of testers playing the game for months)
These are the reasons why we only have 24 players in BC/1943
* Performance - making a game with so much destruction, vehicles and with that scale and still trying to keep it good looking is hard. 33ms/frame is disappearing pretty fast... if we removed the destruction and instead precalculated stuff I'm sure we could have squeezed in many more players performance-wise. We are of course always working on performance :-)
* Network bandwidth restrictions - There are pretty tough restrictions on how much data that is allowed to be sent to the client on 360/ps3, the destruction and the vehicles steal _lots_ of bandwidth, a vehicle is much more expensive than a soldier. Every object that is moved by simulation and is gameplay affecting need to be at the same place on all clients at the same time and therefore need to be networked, the destructable state also need to be networked. And as you know we have vehicles and lots of destruction in bc/1943.
We are actually running about ~12 game servers on each physical server, meaning that each physical server can handle about ~300 players. We could easily switch so we had less game servers running 32 or more players but then every client would need to receive much more data over the network which might break the rules microsoft and sony have put up. The reason why they've put up these rules is to ensure the quality of the game for all players, maybe we could someday implement matchmaking (or server browsing) that would let the player join servers with more players if his/her internet connection bandwidth allows it.
There will of course also be lots of optimizations on the network protocol which will make it easier to squeeze in more players on a server without violating bandwidth recommendations.
* Design - I can't remember how we ended up with the limit of 24 players but I guess it was a compromise in order to get the destruction and visual quality that we wanted. It is also harder to balance gameplay on levels with more players, since we're doing lots of play testing to make the levels fun you can imagine how hard it would be to tweak if the level supported 200 players (even though it would be really cool)
There is nothing (that I know of) that limits the number of players in frostbite, and if there is, it is probably a bug. I've tested running over 80 players locally (client-server) on the consoles when measuring performance and it works just fine (except framerate).
.
I hope I covered most of it
/h Вот такой пост програмиста Frostbite(движок ВС,В1943,ВС2) был сегодня размещен на офф. британском форуме ЕА. Качественный перевод в силу слабого знания англ. дать не могу ( надеюсь, местные полиглоты помогут ),а суть в том,что он объясняет причины ограничения количества игроков на карте,которые не ограничиваются возможностями движка и сложностями программирования,но и включают какие-то правила Сони и Майкрософта,накладывающими некие серверные ограничения.Так же,он пишет,что тестировал игру с 80 игроками на сервере и проблем не было.