Game technology - Ain't it great! Celebrating gaming technology

Yep, beautiful game. Another game that did a really good job with the muscle simulation was Red Dead Redemption on the horses.

You can see it pretty well here

And talking about horses, for me Shadow of the Colossus has the best animation for a horse until this date, he seem to know where to move by itself, you can just push de X button and he is going to follow the direction of the road just like a real horse would do, not like other games where the Horse is more like a car that you have to steer.

White Horses & Shadow of the Colossus

http://www.youtube.com/watch?v=xc9GoOObsmc

Shadow of the Colossus - Agro animation
http://www.youtube.com/watch?v=F2V41HZG4O0
 
Star control2 : persistent universe, so deep, new games are no match .

Borderlands: Best SoundFX , best voice acting , DLC done right, love the animation, the enemy, plays great in stereo with FFB controller and I'm a fan . Maybe a persistent universe wouldn't hurt , and it fit's their concept as well;).
 
Solaris is the most complex and advanced Atari 2600 game, I had the pleasure of playing it. Totally smooth graphics, niced hud, semi-random generated "universe" with alien space fleets, planet surface and corridor levels (not shown here).
The alien fleets actually move and attack planets so you have to defend attacks planets, storm enemy planets and so on. didn't manage to complete the game


awesome use of 1977 hardware (the cartridge rom size is bigger than your typical 2600 game)
 
Yep, beautiful game. Another game that did a really good job with the muscle simulation was Red Dead Redemption on the horses.

You can see it pretty well here

I wouldn't go as far as to call blending between two normal maps a simulation ;)
Nice use of the tech, but very, very far from what simulation means and does.
 
I wouldn't go as far as to call blending between two normal maps a simulation ;)
Nice use of the tech, but very, very far from what simulation means and does.

Well, there you go. It's very convincing, even if it's that "simple." I'd be curious to know if what they're doing with the muscles in Fight Night Round 4 and Fight Night Champion is the same idea.
 
In real time, on a console? You've got to be joking, or you don't know what muscle simulation means.
 
It's blending between two normal maps, probably using vertex alpha as a mask and bone rotation as the amount of blending. It's the same tech Uncharted uses for facial wrinkles and folds on Drake's shirt.
 
It's blending between two normal maps, probably using vertex alpha as a mask and bone rotation as the amount of blending. It's the same tech Uncharted uses for facial wrinkles and folds on Drake's shirt.

Is that the same thing that Fight Night Round 4/Champion does?


They also do some stuff to simulate jiggly flesh, which you can see in some of the body shots in this vid. I'm assuming simulate is more appropriate in this case.

 
Yeah, that's definitely blending between normal maps, makes sense as well. It's something I'd push for too, if we had to do naked bodies, although we would have more detail in the geometry and use maps for tertiary stuff like veins, wrinkles and folds only, probably with stress maps (detecting if a polygon's area gets smaller or larger).

The jiggle part is a bit more complicated to classify. What they probably do is to have a few extra bones there, that they run some simple realtime dynamics on and have them weighted to certain parts of the character model. One could make an argument that this is a simulation.

On the other hand, to me the term muscle simulation means what they do at Weta and ILM and Tippet and such. Which basically means building an anatomically correct model of nearly all the bone and muscle parts in a body, calculating things like collisions and soft tissue volume preservation and even throwing in a fat layer between the muscles and the skin. Knowing that there are hundreds of bones and dozens of muscles you can imagine how insane the calculation requirements are for all of this, and how much it all also depends on the level of detail for all the components.
It's also similar to cloth simulations in that you never go for 100% solutions, you go 90-95-98% of the way and simply fix any remaining and visible errors by hand, frame by frame, because it's all that the audience will see. Building a watertight solution would be even more complex, but that's what you'd need for a game, it usually breaks the illusion when a character falls apart even for just a second. Of course most games today are still full of bad deformations, self-intersections and such, but that only goes to show how much further it all can - and have to be - taken in the future hardware generations.

So that is what I call a simulation, that's why I don't like to call realtime solutions simulations, and I hope it needs no further explanation. I think that secondary dynamics or something like that would be a more appropriate term.
And of course what Rockstar does with the horses is absolutely incomparable to all of the above tech. Not that it doesn't look good.
 
http://www.youtube.com/watch?v=plvBXvMeS4k

The water effects in Ghosthunter for the PS2 were great for their time. Hell, they still look decent even today.

Damn! It's hard to find interactivity like that today, and that was on PS2!

As for best looking water, Crysis again takes it at least as far as I've seen. But it isn't interactive at all.


Empire Total War looks really great too and is interactive. And they're improving it for Shogun 2.

 
I recently completed Dante's Inferno and hereby present Visceral Games with the award for best fire effects. (including lava and other molten substances)

http://www.youtube.com/watch?v=WdzppPzQHHA#t=2m35

Couldn't find anything better as I'm a little too lazy to go through each available walkthrough video. There's a lot of fire in the game, and it looks and behaves in a very believable fashion. Really does look scorching hot and appropriately hellish.
 
LBP2 is gorgeous as everyone's said. Gets very close to looking lifelike at times, and the particles are very original and add a lot of life.

Champions of Norrath was fabulous on PS2. Dynamic shadow casting lights, zillions of particles, fluid dynamics and supersampled IQ, all at 60 fps (especially RTA that didn't have the dual layer DVD streaming issues).


Loved this game. Also had the first implementation ever probably of megatexture I think, maxed out 9GB on DVD, and I also loved how arrows shot at enemies would stay in there even with tougher creatures still walking around and dying, and even when they died the arrows were still in there.

By the way, is it bad that in these times of disaster in Japan, I can't help but think about how awesome Populous 2 was? :oops:
 
Didn't really like those fire effects in the video. Looked a bit blockish to me and not like proper fire/lava.
Personally I'm a big fun of the dynamic fire effects in Far Cry 2:
http://www.youtube.com/watch?v=6gyMAWNOAWU&feature=related

I like those too (if it wasn't for my inner pyromaniac I would have never finished that boring-ass game). Still, I don't get the "blockish" remark. Also bear in mind that the quality of the youtube video isn't exatcly helping my cause here.
 
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