<<'One thing that is wrong is the timings of the noise and the images. '
Heh - well I'd argue that in real life (if you've ever been to a military or fireworks display) it seems wrong to see the bang first, followed by the noise some seconds later. So in the gameworld I've not taken speed of sound into account and I don't think it'll be a problem. Easier to code for as well.>>
I would agree that for the purpose of the game the image/sound timings are not important. In real life, when far away from the blast there is a big difference, you are too close at a fireworks display :)
I remember watching a very big power station tower being blown up, I was about 3 miles away on a hill side. I had stopped and got out of the car to watch it because everyone in the district knew the time of the 'big bang'. I remember seeing the smoke and the tower collapse, then a big cloud of dust. I waited till everything was level and I remember opening the car door thinking, 'I was so far away I could not even hear it' and then BOOM!!!!!! :)
Heh - well I'd argue that in real life (if you've ever been to a military or fireworks display) it seems wrong to see the bang first, followed by the noise some seconds later. So in the gameworld I've not taken speed of sound into account and I don't think it'll be a problem. Easier to code for as well.>>
I would agree that for the purpose of the game the image/sound timings are not important. In real life, when far away from the blast there is a big difference, you are too close at a fireworks display :)
I remember watching a very big power station tower being blown up, I was about 3 miles away on a hill side. I had stopped and got out of the car to watch it because everyone in the district knew the time of the 'big bang'. I remember seeing the smoke and the tower collapse, then a big cloud of dust. I waited till everything was level and I remember opening the car door thinking, 'I was so far away I could not even hear it' and then BOOM!!!!!! :)