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#1 | |
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Naughty Boy!
Join Date: Oct 2009
Posts: 180
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Quote:
There is also the recoil in the game killzone 2 that seems dynamic and could make for good talk. Also, how on earth do they achieve this in multiplayer mode with little if any graphics compromise? |
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#2 |
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Member
Join Date: Feb 2008
Location: Boston, MA US
Posts: 352
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Although I've not conducted any controlled experiments to determine the exact parameters that affect the physics employed in Operation Flashpoint: Dragon Rising, it does implement bullet drop and (if I'm not mistaken), windage. Additionally, to play the game smartly, one needs to employ usage of smoke grenades to create concealment, especially in large open areas. This smoke is rather persistent and also seems affected by wind.
With the combination of online-multiplayer (co-op or versus), some of the standard equipment given from the out-right such as a laser range-finder capable binocular, it would be fairly easy to figure out if they use somewhat real physics to calculate bullet flight. Imagine this scenario: * Have partner move to a fixed position. Start at 100M, them move to 200 and 300M * Pop smoke & observe direction of travel & angle to determine wind direction & speed. * Aim at center-of-mass, fire & make observation: target, high, low, left, right. Since it seems all the rounds are tracer rounds, one can easily see their flight pattern, and observe the round strike. To make it even more interesting, if you had another player, you can have that player act as an observer/spotter equipped with their binocular to validate the observations of the shooter and target. |
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#3 | |
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Senior Member
Join Date: Mar 2009
Location: Europe
Posts: 2,667
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What impresses me in KZ2 with respect to (particle) physics is that one can observe (when throwing a smoke/spawn grenade for instance) that the smoke is influenced by a 'wind', the smoke plume is oriented and when reaching a solid wall or something like this, it is redirected in a new direction (typically upwards) - crazy! Is the redirection when hitting a solid easy to achieve...is it physical (some kind of bounce back condition) or just a faked ('get the cool effect people would expect') implementation?
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I bid farewell with a rebel yell... Last edited by Billy Idol; 02-Nov-2009 at 08:50. |
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#4 |
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Iron "BEAST" Man
Join Date: Mar 2007
Location: NGC2264
Posts: 8,384
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Well there is Far Cry 2 with it's dynamic wind system that goes beyond just a simple direction for wind effect. Just like in the first Far Cry apart from it having simple wind system like KZ2 or such (one direction, slight randomness) also particles are affected. I think it was the most highlighted feature of FC2. It also would be interesting to know if Crysis 2 will inherit previous Crysis games simple wind system and physics/wind affected particles aswell as battledust accumulation.
Otherwise wind effect + particles moving with wind vector isn't really anything new. But Far Cry 2 takes it to new levels with natural wind system affecting physically vegetation to in a manner not even Crysis can challenge with it's vegetation wind movement. Like to see more UBI games use this but IIRC atleast AC2 will! Simple collision detection with static scenery is enough. That and being a soft particle to not clip against surface (if it doesn't). If you mean perfomance wise it is really easy on hardware. Though if it has collision detection with everything including dynamic objects in movement etc then it requires quite more.
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"If you told me that if I ate a kilo of shit I would put on a pound of muscles, I would do it." -Arnold Schwarzenegger |
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#5 | |
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Senior Member
Join Date: Mar 2009
Location: Europe
Posts: 2,667
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No, it only 'detects' static scenes (if I remember corectly I even observed some kind of bug, where smoke wasn't effected by a certain solid object at all).
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I bid farewell with a rebel yell... |
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#6 |
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Iron "BEAST" Man
Join Date: Mar 2007
Location: NGC2264
Posts: 8,384
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The box wa s probably part of dynamic object group so therefore it didn't collide with it. Might also look strange with some objects unless particle(s) when hitting an object creates new particles to simulate the effect being dissolved or such.
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"If you told me that if I ate a kilo of shit I would put on a pound of muscles, I would do it." -Arnold Schwarzenegger |
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#7 | |
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Member
Join Date: Nov 2007
Posts: 947
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This can be really efficiently done if you have GPU particle animation. It's just a few extra shader instructions. For locally changing wind conditions, you can also use lookup textures (super low res volume textures for example, even 2d textures should be enough for most purposes). |
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#8 |
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Senior Member
Join Date: Mar 2009
Location: Europe
Posts: 2,667
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Just out of curiosity: when someone talks about physics in games...what does this exactly mean? For instance, are the solving real ODEs and PDEs??? Or are they using some simplified physic models to speed calculation up, or don't they use any phyics at all and just try to fake the effect in the sense that it behaves as you expect, as a real physical model would be to expensive for real time.
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I bid farewell with a rebel yell... |
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#9 |
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Grumpy Mod
Join Date: Dec 2004
Location: In a pretty pink padded cell
Posts: 26,060
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Depends entirely on the game. All the above are valid implementations of physics, although this gen the term is usually used in respect to solving Netwonian rigid-body interactions.
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Shifty Geezer ... Tolerance for internet moronism is exhausted. Anyone talking about people's attitudes in the Console fora, rather than games and technology, will feel my wrath. Read the FAQ to remind yourself how to behave and avoid unsightly incidents. |
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#10 | |
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Member
Join Date: Nov 2007
Posts: 947
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#11 | |
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Senior Member
Join Date: Mar 2009
Location: Europe
Posts: 2,667
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Quote:
I suppose that you solve ODEs for the movement of the rigid bodies barycentre. Just a question, can you maybe detail the method you choose to solve these ODEs? How much of these ODEs can you solve in your game (which is a really great game by the way) while keeping steady 60 fps...is this even a limitation for your engine? EDIT: Another thing: when you are using for instance an explicit numerical integration method, you have to satisfy, what we call a time step stability restriction. When devs say, that the physics are updated with e.g. 120Hz, does this number directly correspond to the time step of your ODE integrator?
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I bid farewell with a rebel yell... Last edited by Billy Idol; 13-Nov-2009 at 11:26. |
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