Target Korea 60 Days from Beta
8:52 AM | Michael Eilers | Comment on this story
In an extensive interview posted at SimHQ, the team behind the historically accurate combat flight sim Target Korea has revealed details on the terrain and mapping system used by this sim. They also reveal the projected system requirements, and confirm that this title should be public beta in 60 days. Those of you that dread the obsolescence of your computer system will be pleased to know that Target Korea's system requirements are quite reasonable -- a 300 MHz G3 with 64 MB of RAM and a Rage 128 3D card will be fine. These low requirements are even more surprising considering that Target Korea uses a ground-mapping and texturing system developed by NASA, which creates some truly arresting landscapes.
Here is an excerpt from the interview with details on the terrain system:
Community: Can you describe how detailed the terrain will be? A lot of the fighting was close to the ground and the terrain of Korea was pretty chewed up by 1952. Will the terrain look good from both the air and the ground?If anyone had doubts that Sickware/Targetware are deadly serious about this flight sim, these should now be removed. The extensive interview goes into detail about the physics, flight model and user-editable features of this sim, and features eight new screen shots of the terrain engine in action. Jump to SimHQ for the rest of the information, and visit the Targetware web site for the latest details. Watch for more information as the date for the public beta grows near.
Targetware: Well, how about we let you be the judge from the pics attached to this interview? The Target Korea terrain is 'real world' and is rendered in 1:1 scale, which is nice because you fly exactly where the real pilots flew, plus in the same time it actually took them to get someplace. This is of course, the goal of a true historical environment. The total terrain is based upon satellite obtained elevation data and it measures 1000 km x 1000 km including all of N & S Korea, plus parts of China & Japan. As far as we know, something else unique to Target Korea is the use of satellite-obtained ground cover data. What this does is ensure that we put forest textures where forests really are, cities textures where cities are, rice patty textures where rice patties really are, etc. A lot of work has been done researching the "look" of the terrain in Target Korea, in order to generate textures that match the terrain types. You will see many towns and villages represented in the terrain textures. We've identified 42 unique terrain textures so far and still counting (very large compared to most sims), which match the 42 unique land cover types identified for Korea by earth-observing infra-red viewing satellites...
he engine itself is based upon what is called a split-only ROAM queue, which is the same algorithm NASA uses for its simulators. The nice thing about a ROAM queue is that it means terrain builders never deal with anything "3D" at all. The split-only ROAM queue is basically the accepted "advanced" terrain system, currently used only by a few games. Most other games today fall back on quad trees or LOD's, since texturing a ROAM queue is pretty complicated. The Target Korea terrain texturing system is very different (having no border textures), so we can have a little more fun , plus it can handle objects down to the size of about 1e-38m (that's smaller than an atom, btw).
Targetware Web Site
Targetware Interview at SimHQ
Recent Mac Games News
Friday, March 16, 2001
Thursday, March 15, 2001
Wednesday, March 14, 2001
Tuesday, March 13, 2001
Monday, March 12, 2001
Search for other Mac games news stories or browse our Mac Games News Archive.