Outerra Engine > FAQ

non-visible and/or emissive spectrum rendering

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Delwin:
Is there any support for non-visible and/or emissive spectrum rendering such as near-IR?

ProGamer:

--- Quote from: Delwin on April 18, 2014, 01:55:40 pm ---Is there any support for non-visible and/or emissive spectrum rendering such as near-IR?

--- End quote ---

Adding to this, what about the entire known spectrum?
https://www.orcagrowfilm.com/v/vspfiles/templates/34/images/full-visible-spectrum.jpg

This would be useful for simulating various technologies used in combat (especially stealth technologies) and other areas. And actual radar and lidar in game.

 

cameni:
There's some very basic support for IR and NV.


There's no generic support for simulation of the entire spectrum - these things are always developed specifically when needed. Things like radar shadow computation are in the plans.

PytonPago:
Wow ... nice screens there ...

whats a radar shadow ? Or is it just general radar terrain based physics ? If yes, would be interesting to use the same for a radio-wave communication simulation - ya know, walkie-talkies. We need a working QuanSheng TG-UV2 in OT ... :D Doe, would be good, if that kind of stuff would work whyte Mumble and TeamSpeak - on near proximity just like arma has - talking people to each other, and on greater distances, radiofrequency comms, where loss of signal or frequency searching would be possible (and sub-channels would be like encrypted channels).

Timmo:

--- Quote from: PytonPago on April 28, 2014, 11:43:19 pm ---whats a radar shadow ?

--- End quote ---

If you consider the Radar emitter as a light shining on an object, then there will be a shadow behind the object you are illuminating (i.e. radar can't look behind things as the signal is being reflected by that object)

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