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That's impressive. Yet another reason for me to look forward to getting back into the computer gaming hobby after I've established myself in my career and can afford to invest in another machine.
Ive been looking at this engine for a long time, really really neat stuff, so much they can do with this. Their idea to have really real fist fighting in a new Indiana Jones game makes me tingle in a way only Lucasarts can.
It looks superb, although I am sceptical about the speed at which things break down, it kind of looks like the objects move as if they are underwater. :???: Maybe I missed something about this in the video, though.
Im in class, so I was watching it with no audio, but did he say anything about the bends and breaks being Dynamic? That would be real exciting. By bends and breaks Im refering to, for example, when he throws R2s at the Jar Jar frozen in Carbonite and it bends to contour to the force, is that bend dyanmic or is it manipulating a vertex thats already there? If its Dynamic than this engine just got so much cooler
About 8 months ago a friend of mine and I had a discussion about technologies we'd most like to see in a game....lucas arts must have read our minds cause he wanted animation blending (euphoria engine), I wanted real time physics distortion and various other properties on collisions. LUCAS ARTS READS MINDS!
megabyte on
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LCDXXA flask of wood and glassTerre Haute, INRegistered User, ClubPAregular
Im in class, so I was watching it with no audio, but did he say anything about the bends and breaks being Dynamic? That would be real exciting. By bends and breaks Im refering to, for example, when he throws R2s at the Jar Jar frozen in Carbonite and it bends to contour to the force, is that bend dyanmic or is it manipulating a vertex thats already there? If its Dynamic than this engine just got so much cooler
100% dynamic according to mass, velocity, shape, composition of the projectile as it collides with a different material, which can be composite.
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Zen VulgarityWhat a lovely day for teaSecret British ThreadRegistered Userregular
It looks superb, although I am sceptical about the speed at which things break down, it kind of looks like the objects move as if they are underwater. :???: Maybe I missed something about this in the video, though.
They did? Plywood broke at about the right speed, I thought. some of the other stuff was quite slow, to be fair, but this is an unoptimized engine quite far from release that seems to be far in advance of anything to date... I think they're doing fairly well with that.
And this is the type of stuff that makes me sad the Wii is a bit short on processing power. Fuck graphics, shit like this is WAY more important to how striking the visuals of a game are.
irrational games, the guys who are doing Bioshock hired a team of researchers to just explore fluid physics in games...check em out @ about 3/4's of the way through this vid:
They did? Plywood broke at about the right speed, I thought. some of the other stuff was quite slow, to be fair, but this is an unoptimized engine quite far from release that seems to be far in advance of anything to date... I think they're doing fairly well with that.
It sure is better than anything else I've seen, no doubt, lets just leave it at me being picky. ^^
I must be the only gamer alive who's underwhelmed by this. Plywood breaking realistically? Metal denting differently every time?
Be still my beating heart!
The dynamic animations are what were impressive. Current video game animation is like a stinky dog. No one realizes how bad it is because we are all so used to it.
This looks great, but the sound isn't working for some reason. I think it's just me.
Anyway, some things (like Indiana Jones trying not to fall) don't exactly look realistic, but this is still leagues ahead of anything we have right now. It makes the physics system in half life 2 look primitive, which is saying something.
I think that these physics will still be used sparingly, because it'd suck to get trapped in an area because you blew away a staircase accidentally. On the other hand, this would make the use of explosives in games far more strategic - I'd love to be able to demolish an entire house and then just sift through the rubble for anything of value.
The dynamic animations are what were impressive. Current video game animation is like a stinky dog. No one realizes how bad it is because we are all so used to it.
See, this is what I find unimpressive. It makes no difference to me at least 90% of the time. The crate broke open. I didn't focus a whole lot of energy on watching it break open. I don't need to. And to be frank, I really don't care if it does it exactly the same way next time, or the time after that, because the game is essentially exactly the same anyway.
I guess I find it incredibly sad that someone is willing to spend literally millions of dollars to upgrade the box-breaking mechanics of video games, but can't be bothered to shell out $15/hr to a dirt-poor English comp grad student to come up with storyline, characters and dialogue that don't feel like they were the result of a caffeine fueled all-nighter an ADHD twelve-year-old cobbled together from vaguely recalled comic books.
See, this is what I find unimpressive. It makes no difference to me at least 90% of the time. The crate broke open. I didn't focus a whole lot of energy on watching it break open. I don't need to. And to be frank, I really don't care if it does it exactly the same way next time, or the time after that, because the game is essentially exactly the same anyway.
I guess I find it incredibly sad that someone is willing to spend literally millions of dollars to upgrade the box-breaking mechanics of video games, but can't be bothered to shell out $15/hr to a dirt-poor English comp grad student to come up with storyline, characters and dialogue that don't feel like they were the result of a caffeine fueled all-nighter an ADHD twelve-year-old cobbled together from vaguely recalled comic books.
They're not just going to use this kind of thing for crates breaking open, you jackass, they're going to use it for blowing up walls or hurling Stormtroopers with the Force. You know, important, dramatic things. With this engine, an encounter in an entirely destructible arena will be pretty different every time. It's the first step towards a whole new level of interactivity.
They're not just going to use this kind of thing for crates breaking open, you jackass, they're going to use it for blowing up walls or hurling Stormtroopers with the Force. You know, important, dramatic things. With this engine, an encounter in an entirely destructible arena will be pretty different every time. It's the first step towards a whole new level of interactivity.
I know that. But the actual game won't be that much different. Throw a trooper into the wall...wall dents differently, trooper dies in different position.
Knock down a house on a super-soldier, house falls differently. Soldier still dies in essentially the same way. Maybe occasionally you'll take out a couple extra peons.
Is it cool? Yeah. Will it make some new things possible? Yeah. Is it earth-shattering? I don't think so. If anything, it seems like it'll up the replayability of some games since it's not literally the exact same thing every playthrough. But it doesn't deserve the web-wide circle jerk it's been inspiring among gamers, IMO.
They're not just going to use this kind of thing for crates breaking open, you jackass, they're going to use it for blowing up walls or hurling Stormtroopers with the Force. You know, important, dramatic things. With this engine, an encounter in an entirely destructible arena will be pretty different every time. It's the first step towards a whole new level of interactivity.
Also, they don't have to go around tagging certain things as destructible, and work out how it breaks. It just happens naturally. Think you can knock over that pillar to crush the boss? Go ahead, just hope you don't collapse the roof. These kinds of things lead to more open gameplay experiences, it's not just "wow, the box smashes differently with the crowbar than with the machine gun", rather "I don't feel like finding a key, I'm gonna go collect some explosives and see if I can blow the fucking door open."
I know that. But the actual game won't be that much different. Throw a trooper into the wall...wall dents differently, trooper dies in different position.
Knock down a house on a super-soldier, house falls differently. Soldier still dies in essentially the same way. Maybe occasionally you'll take out a couple extra peons.
Is it cool? Yeah. Will it make some new things possible? Yeah. Is it earth-shattering? I don't think so. If anything, it seems like it'll up the replayability of some games since it's not literally the exact same thing every playthrough. But it doesn't deserve the web-wide circle jerk it's been inspiring among gamers, IMO.
I'm actually with you here. Aesthetics, even over the top dynamic aesthetics, are still window dressing, albeit cool dressing. The underlying gameplay remains the same. Euphoria is class act stuff, as are a number of other tools in our business, but I'm always leary of any game that comes to market perched on the tool set as a selling point. Frankly because after a few "wow, cool" moments, the whole mystique wears thin and I just don't care anymore.
It will be interesting to see this and other dev tools in action in a couple weeks at GDC, but I remain skeptical. Count me as someone who has not yet bought into LucasArts new business model yet.
See i could get hyped up for this if they showed a lightsaber realistically cutting through all these materials. As you know thats something ill actually be doing in the game but i dont think theres going to be a lot of spots where i have to bust through that jar jar jelly thing to get past.
They should be showing off what blaster fire or lightsabers can do to material. Not what will look cool to occasionally toss a storm trooper through.
This to me is the next step in gaming. We are near the top in graphical quality, so we have to move somewhere, and I am glad as fuck its physics. Games like Silent Storm make me crave for more destructive environments, and this engine will be able to give it to me.
I can't wait to get the cash to upgrade my machine to play this game. I just can not wait
Could this engine, with some tweaks, give the potential for a Warner Brothers RPG? I don't want real-world physics, I get that at home. I want my body parts to all react differently when I start my rocket-powered jetpack, I want to leave real-time me-shaped holes in walls after I've run through them, and I want cats to react dynamically to the impact of an anvil.
Rhesus Positive on
[Muffled sounds of gorilla violence]
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Liquid GhostDO YOU HEAR THE VOICES, TOO?!Registered Userregular
Could this engine, with some tweaks, give the potential for a Warner Brothers RPG? I don't want real-world physics, I get that at home. I want my body parts to all react differently when I start my rocket-powered jetpack, I want to leave real-time me-shaped holes in walls after I've run through them, and I want cats to react dynamically to the impact of an anvil.
irrational games, the guys who are doing Bioshock hired a team of researchers to just explore fluid physics in games...check em out @ about 3/4's of the way through this vid:
Sorry for being snarky, but I really don't consider 2D fluid physics for Pong to be quite as sophisticated as 3D fluid physics for a city under water. It's one thing to create a fluid and then make it behave properly. It's another thing to create a scene full of water, and have that water all behave realistically.
On the other hand, that PlasmaPong does look awesome, and I am not criticizing him at all.
schmads on
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I know that. But the actual game won't be that much different. Throw a trooper into the wall...wall dents differently, trooper dies in different position.
Knock down a house on a super-soldier, house falls differently. Soldier still dies in essentially the same way. Maybe occasionally you'll take out a couple extra peons.
Is it cool? Yeah. Will it make some new things possible? Yeah. Is it earth-shattering? I don't think so. If anything, it seems like it'll up the replayability of some games since it's not literally the exact same thing every playthrough. But it doesn't deserve the web-wide circle jerk it's been inspiring among gamers, IMO.
Have you ever played Silent Storm? The fact that the game has destructible terrain changes the way it is played in a drastic and fundamental manner. It's similar to this.
Picture yourself playing an FPS with this kind of dynamic substance physics. You're in an abandoned barn, perhaps fighting Combine-like opponents, like in HL2. Suddenly, a large figure enters - it's an armoured suit enemy. What can you do? Unload half the ammo in your weapons to bring him down, like you'd have to do in most games. That's an option. Or you could fire a suitably powerful weapon at the beam above him, in the perfect spot, so that as it collapses, it swings down like a pendulum and smashes into him, hurtling him through the wall and outside. The wall might even be so weakened by the damage that the whole building will start to collapse.
Picture Splinter Cell, where suddenly you have to be careful about how much gear you carry and how much weight the material you're standing on can take, and where the stress points are. Sneaking around on the struts high above a dark warehouse, and you hear a creak, and suddenly it snaps beneath you and you're hurtling towards the ground.
Imagine you're playing an X-Men game, and you're duking it out with other characters, when suddenly the Juggernaut (bitch) busts through the wall and scares the shit out of you. Now you're playing hide and seek with him and you have no idea where he'll come at you, because the entire area is realistically simulated and any wall could easily become a large, Jugger-shaped doorway.
Lots of things like this might not be possible with the engine yet, but it's a step towards physically realistic environments, and I encourage anything that comes closer to a fully destructible, fully realistic environment where I don't need the red key if I have a big fucking rocket launcher.
Posts
I hope they use it for the force unleashed, but i'm skeptical, it looks like it would bog down the system. Maybe next generation /sigh
Looks good, nevertheless.
Havok doesn't do organic very well.
I thought most of the games using this were on 360/PS3, at least initially.
Monkey Combat with moves generated on the fly
100% dynamic according to mass, velocity, shape, composition of the projectile as it collides with a different material, which can be composite.
If my incomplete-physics major tells me anything:
Fuck fluid physics.
Yeah, pretty much.
And this is the type of stuff that makes me sad the Wii is a bit short on processing power. Fuck graphics, shit like this is WAY more important to how striking the visuals of a game are.
irrational games, the guys who are doing Bioshock hired a team of researchers to just explore fluid physics in games...check em out @ about 3/4's of the way through this vid:
http://youtube.com/watch?v=yTWu6xZHAg8
It sure is better than anything else I've seen, no doubt, lets just leave it at me being picky. ^^
Be still my beating heart!
Anyway, some things (like Indiana Jones trying not to fall) don't exactly look realistic, but this is still leagues ahead of anything we have right now. It makes the physics system in half life 2 look primitive, which is saying something.
I guess I find it incredibly sad that someone is willing to spend literally millions of dollars to upgrade the box-breaking mechanics of video games, but can't be bothered to shell out $15/hr to a dirt-poor English comp grad student to come up with storyline, characters and dialogue that don't feel like they were the result of a caffeine fueled all-nighter an ADHD twelve-year-old cobbled together from vaguely recalled comic books.
They're not just going to use this kind of thing for crates breaking open, you jackass, they're going to use it for blowing up walls or hurling Stormtroopers with the Force. You know, important, dramatic things. With this engine, an encounter in an entirely destructible arena will be pretty different every time. It's the first step towards a whole new level of interactivity.
I know that. But the actual game won't be that much different. Throw a trooper into the wall...wall dents differently, trooper dies in different position.
Knock down a house on a super-soldier, house falls differently. Soldier still dies in essentially the same way. Maybe occasionally you'll take out a couple extra peons.
Is it cool? Yeah. Will it make some new things possible? Yeah. Is it earth-shattering? I don't think so. If anything, it seems like it'll up the replayability of some games since it's not literally the exact same thing every playthrough. But it doesn't deserve the web-wide circle jerk it's been inspiring among gamers, IMO.
Also, they don't have to go around tagging certain things as destructible, and work out how it breaks. It just happens naturally. Think you can knock over that pillar to crush the boss? Go ahead, just hope you don't collapse the roof. These kinds of things lead to more open gameplay experiences, it's not just "wow, the box smashes differently with the crowbar than with the machine gun", rather "I don't feel like finding a key, I'm gonna go collect some explosives and see if I can blow the fucking door open."
I'm actually with you here. Aesthetics, even over the top dynamic aesthetics, are still window dressing, albeit cool dressing. The underlying gameplay remains the same. Euphoria is class act stuff, as are a number of other tools in our business, but I'm always leary of any game that comes to market perched on the tool set as a selling point. Frankly because after a few "wow, cool" moments, the whole mystique wears thin and I just don't care anymore.
It will be interesting to see this and other dev tools in action in a couple weeks at GDC, but I remain skeptical. Count me as someone who has not yet bought into LucasArts new business model yet.
They should be showing off what blaster fire or lightsabers can do to material. Not what will look cool to occasionally toss a storm trooper through.
I never asked for this!
I can't wait to get the cash to upgrade my machine to play this game. I just can not wait
Thats fucking awesome.
My PC weeps for the future.
Already been done by one guy on his spare time
Sorry for being snarky, but I really don't consider 2D fluid physics for Pong to be quite as sophisticated as 3D fluid physics for a city under water. It's one thing to create a fluid and then make it behave properly. It's another thing to create a scene full of water, and have that water all behave realistically.
On the other hand, that PlasmaPong does look awesome, and I am not criticizing him at all.
Have you ever played Silent Storm? The fact that the game has destructible terrain changes the way it is played in a drastic and fundamental manner. It's similar to this.
Picture yourself playing an FPS with this kind of dynamic substance physics. You're in an abandoned barn, perhaps fighting Combine-like opponents, like in HL2. Suddenly, a large figure enters - it's an armoured suit enemy. What can you do? Unload half the ammo in your weapons to bring him down, like you'd have to do in most games. That's an option. Or you could fire a suitably powerful weapon at the beam above him, in the perfect spot, so that as it collapses, it swings down like a pendulum and smashes into him, hurtling him through the wall and outside. The wall might even be so weakened by the damage that the whole building will start to collapse.
Picture Splinter Cell, where suddenly you have to be careful about how much gear you carry and how much weight the material you're standing on can take, and where the stress points are. Sneaking around on the struts high above a dark warehouse, and you hear a creak, and suddenly it snaps beneath you and you're hurtling towards the ground.
Imagine you're playing an X-Men game, and you're duking it out with other characters, when suddenly the Juggernaut (bitch) busts through the wall and scares the shit out of you. Now you're playing hide and seek with him and you have no idea where he'll come at you, because the entire area is realistically simulated and any wall could easily become a large, Jugger-shaped doorway.
Lots of things like this might not be possible with the engine yet, but it's a step towards physically realistic environments, and I encourage anything that comes closer to a fully destructible, fully realistic environment where I don't need the red key if I have a big fucking rocket launcher.
I can't fucking wait for this.