pgr4?
I've never played it.That would be cool though.
pgr4?
MGS4 has wind
maybe that should be Aegia's push for their physics card...
also gives you calculated winds
ofcourse i can't expect them to program insects but how hard is it really to program wind in a game?
I was just looking at screens from Crysis vs Reality on this video:
http://gameplanets.blogspot.com/2007...omparison.html
And there is NO denying that crysis is a stallion of next gen sublimity.
However in all the tech demo's and ingame video's i've seen of this game and any other game for that matter.
I've never seen WIND?
Crysis has Waves but wind is a major factor in creating waves and a realistic environment.
When looking at ingame video's the background trees and plants are all just sitting there.
In crysis the plants move according to your body hitting it.
With the euphoria physics engine coming making objects move realistically to different kinds of blows and physical interaction would it not be possible for a dev to make a see through physcal blow coming from the east that effects the landscape?
http://www.gametrailers.com/umwatcher.php?id=43855
Making tree's sway, bushes brussle making the whole ambient sceen actually interactive without having to do anything.
When you look outside a window, you see trees moving, birds flying around... you always see movement. Infact on a summer day when the winds are low and you look at a field or something and there is no wind, no people in the background there's probably bee's flying around or something. There's hardly ever a moment where NOTHING is moving which gives a more feel of realism.
ofcourse i can't expect them to program insects but how hard is it really to program wind in a game?
commentWhen looking at ingame video's the background trees and plants are all just sitting there.
Wind in a game like halo, really wouldn't be all the great I don't think. It would take up cycles just for an effect that really doesn't add anything to that form of gameplay.
i wouldnt really call that wind, true its the easiest method (+ prolly what most games that ppl have mentioned here use) but its a terrible hack, unlike gravity which is a constant 9.81 downward, wind constantly varys in a place over time WRT dir + strength.It's pretty easy: have a global wind direction and use that direction to sway vegetation and trees in a vertex shader, or move some particle systems accordingly. Wind strength will dictate the amount.
i wouldnt really call that wind, true its the easiest method (+ prolly what most games that ppl have mentioned here use) but its a terrible hack, unlike gravity which is a constant 9.81 downward, wind constantly varys in a place over time WRT dir + strength.
a better method is to have a 2d (or 3d even) windgrid, where u look up at a spot in the world to find the winddirection + force, various methods u could use to control the wind forces eg methods similar to fluid simulation.
Why? When the wind blows, unless it's a real gale with direction, the response is a perceived random wobbling of foliage. The vegetation motion doesn't show direction a lot of the time, so why go to all the effort to calculate it? Have trees that wobble, and a wind direction force for physics objects. You could map that to different locations, so an alleyway has different wind to a field. But at the moment wind has very little presence at all. Keeping it simple and having it there is far more important than having it accurate! Wait until the wind is affecting objects before worrying about any inaccuracies in that model.i wouldnt really call that wind, true its the easiest method (+ prolly what most games that ppl have mentioned here use) but its a terrible hack, unlike gravity which is a constant 9.81 downward, wind constantly varys in a place over time WRT dir + strength.
a better method is to have a 2d (or 3d even) windgrid, where u look up at a spot in the world to find the winddirection + force, various methods u could use to control the wind forces eg methods similar to fluid simulation.
i wouldnt really call that wind, true its the easiest method (+ prolly what most games that ppl have mentioned here use) but its a terrible hack, unlike gravity which is a constant 9.81 downward, wind constantly varys in a place over time WRT dir + strength.
a better method is to have a 2d (or 3d even) windgrid, where u look up at a spot in the world to find the winddirection + force, various methods u could use to control the wind forces eg methods similar to fluid simulation.
Mentioning Ageia makes me produce some winds here...