A missing element in Next-Gen games.

ofcourse i can't expect them to program insects but how hard is it really to program wind in a game?

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.

Even insects are not that hard: in Black&White 2 you could zoom in to the ground and see ants moving around :D
 
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?

I recommend watching this video because it clearly shows some kind of entity making the leaves of plants and trees move :LOL:

Im not sure which videos you were watching, because this one is quite old (from last year's E3) and it already debunks your
When looking at ingame video's the background trees and plants are all just sitting there.
comment ;)
 
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 don't think it's totally useless for FPS, I could see it affecting gameplay positively in a couple of ways.

The movement of trees/grass/dust would mask motion of others on the screen.

It would mask the sound of footsteps, reloading, etc.
 
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.
 
I'm no game developer but I'm guessing that anything that is put into a game that uses any or a lot of resources has to be justified beyond the fact that it adds an element of realism. Wind wouldn't be free so in order to justify the cost they would want to integrate it into the game play somehow which might not go with their original plans ,and in the process of integrating it in way that suits fun game play they might risk turning it into a caricature. Which defeats the purpose of it adding realism.
 
I would like to see a more advanced physics model in place for bullets that take gravity and wind etc into account. Max Payne and Max Payne 2 are the only games I can think of that actually fired bullets from every single weapon. Quite a few games do have those energy weapons and such, but that's just because it makes it look cool. I'd rather see this implemented in games where conventional guns are the main weapons. It may not be as fun or appropriate for all games.
 
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.

Fluid simulation??

I'd say a much better idea would be to use Fran's method and then just calculate the global wind direction+strength based on systems such as Poincaré–Bendixson theorem for dynamic systems, Anosov diffeomorphisms and chaotic attractors.. I'm not sure how computationally heavy this would be but i'm sure some reasonable hacks/approxmations could be made to get the performance up and give you relatively realistic wind..
 
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.

Absolutely, you can complicate things as much as you like having time, but... at the end of the day, if that terrible hack looks good enough it's good enough. And you can use the time you save to add something else to the game that is more noticeable, in my opinion.

Said that, it's pretty easy to add wind parameters to a set of environment parameters (lighting, tonemapping, exposure, bloom and so on) that level designers can paint on the landscape to achieve something similiar to what you suggest. This way artists can have total control over wind parameters (and the other parameters as well), which is something they love, and I can go to the pub earlier, which is something I don't love being italian :)
 
depends on the scene of course, eg if u have a field of grass
having all blades moving in synch is gonna look absolutely terrible (in fact it would prolly be better not having it move at all)
grass.jpg
 
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