Ok, I was wrong. According to Factorio Friday Facts #219, cliffs will be part of Factorio 1.0.Tekky wrote:However, still, I can't believe that this will ever be implemented in Factorio 1.0. But it is a nice idea for Factorio 2.0.

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Ok, I was wrong. According to Factorio Friday Facts #219, cliffs will be part of Factorio 1.0.Tekky wrote:However, still, I can't believe that this will ever be implemented in Factorio 1.0. But it is a nice idea for Factorio 2.0.
Sounds like you just want to be able to choose your viewpoint instead of having a fixed top down view.KoblerMan wrote:I'd like to clarify that my idea is more about 3D models instead of sprites, and less about terrain height differences and cliffs.
Yes, that's exactly correct. Factorio: First-Person Mode.mrvn wrote:Sounds like you just want to be able to choose your viewpoint instead of having a fixed top down view.KoblerMan wrote:I'd like to clarify that my idea is more about 3D models instead of sprites, and less about terrain height differences and cliffs.
You know, I never thought of that. It would also make things like texturepacks and skins for trains, players, cars, and tanks easier since you wouldn't have to retexture. Every. Single. Sprite. Similarly, it would help with mods that add in new entities, especially moving ones.mp0011 wrote:3D models for vehicles and player should be also lighter and faster for lower specs computers (far less memory usage and texture swapping - few textures instead of 256 for each layer)
I mean, even with my specs, when I zoom out too much while playing and I have a sufficiently sized factory, my framerate can drop as low as 10-15 FPS. But I see your point, Minecraft (as poorly optimized as it is, it runs on java for christ's sake), suffers from a lot of the same issues. The big question is which would be more optimized? 3D, as awesome as it could be, WOULD need pretty much an overhaul of the game; as I said before, it's very audacious to suggest and even more ambitious of a project.mp0011 wrote:Even if that 3D model (just really simple boxes with 2-3 texture layers to simulate and animate moving details - don't need to be more detailed in current resolution and zoom level) is in real time converted into flat texture(s) with transparency (like currently needed by game engine), and placed on the game grid, it still should be faster and more efficient to render, and also easier to create than current sprites system.
LOD of Quake 3 Arena (that's almost 20 years...?) models is enough (or above) for current zoom levels and game details. And that kind of models is really no taks for *any* GPU.
And adds new possibilities, like dynamic lighting when shooting, new gear (eg. team cape, more weapon and armour), new player models (from modders), far more animations, natural wheel spinning, visual effects (emergency train braking sparks, smoke) and so on...
3D models are not needed for static objects like buildings, pipes, concrete - only for aliens, player and vehicles.