Anyone know of any games that use legged creatures and physical modelling? Maybe with balancing, and feet that look like pushing the ground and might slip, instead of that typical "moonwalk" look?
Like Ragdoll physics , but with powered motored joints. I know theres BackBreaker, the GTA 4 cops .. and some stuff, but the creatures aren't really walking , especially the main character.. they never seem to fall or anything, and in Backbreaker , only the tackles look like ragdoll mode.
Posts
http://www.youtube.com/watch?v=EmcMG4uxiHk
I looked at Spore.. but theres a one-legged creature looks like its held up by some invisible forces.
Its definitely not balancing on its "own" like a robot and not realistic..
The Euphoria engine demos look great, But Then i try GTA 4.. i'm standing on a box with only one toe of one leg on it.. and not falling off or stepping down.. not realistic. Its got to be using a :"cheating" support force for that main character... im hoping for virtual robots or at least bugs..
But..i just found a new one through the http://en.wikipedia.org/wiki/Ragdoll_physics, the Kontrol game.
i went to www.puppetarmyfaction.com.. i'm trying its demo now.. so far its playable, only 2d but looks very physical .. and creatures are fierce.. AI guy decapitated me 3 times so far..
http://secretexit.com/freeware
Overgrowth for example, has no health system whatsoever. All characters have a skeleton and if the neck/spine is broken, you die. You can kill yourself by landing on your head or hitting a wall at a high speed.
Seriously, look them up on Youtube and check out their respective websites because there is some pretty impressive programming/tech on display in each, even at this early stage.
http://www.youtube.com/watch?v=VR9mS4HfSCU
holy motherFUCK why has noone told me about Overgrowth before? This game looks amazing
I mean, come on...100% PHYSICS-BASED COMBAT. think about that.
OH MY GOD!
I finished watching that video minutes ago and I haven't stopped laughing since it started.
The controls at the top had me laughing hysterically before there was any movement.
AHAHA the music when you finally inch across the starting line!
I have hiccups now.
but this Kontrol is pretty amazing.. the one at www.puppetarmyfaction.com if neck is broken you die like Overgrowth , but i see the leg can regrow. and you can kind of walk like a freak with one shorter leg..
now im seeing that wind gusts actually affect the guys gait.. if i raise his arm especially holding a sword.. the wind kind of tips him back..
so i squat and walk... up the hill.. he ducks the wind..
im still looking for a good Euphoria based game, that works like their demos. can't find one..
maybe in 3d its too slow to compute realtime, and its for the movies. for now im back to this Kontrol.. its only Alpha/ sandbox though.
looks kind of early stage .. ill try to capture a video if i get good enough to do something cool.. they didnt post any video yet, just a silverlight demo.
If they don't place limitations on Euphoria during gameplay it would get pretty janky rather quickly. Get drunk and you'll see what I mean. There's certain times when in GTAIV or RDR you lose total control of your character for a long time because he can't find his feet. He'll start stumbling in one direction due to landing on a slope (and it doesn't need to be steep either) oddly and you just have to ride it out until he comes to a full stop. It can be REALLY frustrating sometimes.
Realism doesn't always equate to good gameplay and in Euphoria's case something had to give. The demo's are the closest thing to the realism you're lookin for with Euphoria.
This is a really good game, I'm glad I bought it long ago and and I'm glad they're nearing a release date. Checking their site also showed me this video, which while it's not quite what the OP wants still looks pretty good.
http://youtu.be/BJZAzNKZBew
http://www.youtube.com/watch?v=oDdX527xjFY
MP3 is a goddamn work of art
Guild Wars 2 has pretty good IK for its genre
There are no games that use inverse kinematics as anything other than a cosmetic thing or a gimmick for laughs, because it would make a normal game unplayable.
guess ill have to wait a few years for a good use of Euphoria engine like the demos show. until then im playing with Kontrol , i've spent an hour mucking around already, in its sandbox. toribash and the drunk sumos are the real thing, but just about retarded as far as trying to be game characters. i'd love a horse or dog sim that runs on junk , that you can see flying the other way as it slips on a brisk takeoff running start.
this Kontrol game on puppetarmyfacton site still is the only game i see in these lists, that actually simulates pressing feet on ground. and there appears to be moving toes in action. when you walk on the other guy its evident. the stuff on ground is being moved .. it might shift or foot can slip. if you walk in the balloon ship when its flying, it budges the other way with each foot push , so it must be.
i see none of that in max Payne at least the promo video.. i might try a demo of it tho. theres physics in the movements, but all the ground is flat and the gait looks "too perfect", never a stumble.. or lean against wall... I dont even see a step he has to climb. i think its just moving the feet to flat ground as body is moved by some external force, using the standard inverse kinematic method.
Somebody sent me a gif of that a little while back with no explanation and I had no idea what I was seeing.
I just played most of the demo for Intrusion 2 and I'm definitely buying the full game. It is hilarious fun. And it supports the 360 controller!
Do you actually know what the definition of "forward kinematic" is?
Are you aware of why inverse kinematics is relevant even for physically simulated gait controllers?
Are you actually just shilling Kontrol? (10/10 if you are, because I wound up visiting the website)
I agree that there are relatively few games which make use of deeply simulated physical motion as anything other than a special effect. Part of it simply has to do with how it affects gameplay (it's often negative, because the designers can't anticipate/control how the character will move), and has the potential to put the characters into bad states. Part of it also has to do with responsiveness: it might look somewhat more real, but it has the potential to make the character frustratingly less responsive, and if the game has the ability to force the character out of physical simulation in order to make it go when the player demands, it'll result in nasty popping that breaks the illusion... which makes you wonder why bother at all.
Here's an example of a state-of-the-art physically-based biped walk controller:
http://www.cs.ubc.ca/~van/papers/2010-TOG-gbwc/index.html
... but it's not used in any games at the moment afaik.
that biped looks amazing , would be fun to play in a game.. i see they put the character editor thing online at http://code.google.com/p/cartwheel-3d/wiki/RunTheEditor
its when a biped character steps on a banana peel and falls, or rounds a corner , it should be leaning into the turn as we do.... thats when we'd see a real physics simulation at work
http://www.youtube.com/watch?v=B7SnD1Rjl7U
Ohyes. Look at that clumsy walk. Clearly game characters that can literally trip over their own feet are the way to go. :^:
PSN: SirGrinchX
Oculus Rift: Sir_Grinch
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PSN: SirGrinchX
Oculus Rift: Sir_Grinch
steam | xbox live: IGNORANT HARLOT | psn: MadRoll | nintendo network: spinach
3ds: 1504-5717-8252
The physics are also crazy. From wikipedia:
If you've never played it I'd definitely give it a try, it's certainly a unique experience. I should play it again some time, on release I could barely get a passable frame rate from it.
PSN: SirGrinchX
Oculus Rift: Sir_Grinch