i fail to see whats advanced about this sort of destruction, looking at how few objects that actually have "physics" (only some floor tiles and certain parts of the wall?) if the entire building had physics, it would be impressive, but scripted damage like this is hardly advanced, and hardly new.
I think you're imagining more real-time additions than are really being used.I'm not sure you actually read the whole thing as it clearly states that they add objects in real time in addition to real time particle physics.
All the flooring, concrete, steel and roofing, is prerendered. The additions are smoke particles (don't need collision detection) and little bits of debris (could get away with no collision detection). The vid shows these sort of extras aren't included en masse.Guerilla said:After that, it was just a matter of placing the resulting animations back in the game and augmenting them with real-time physics. "That's the magic of Houdini: because the physics have been pre-calculated and baked into the animation, they don't require a whole lot of processing power," Ben says. "This allows us to model much more variety in them. We can even increase the overall complexity of the scene by adding real-time physics on top."
Visual effects artist Iki Ikram further enhanced the collapse with particle effects to simulate dust clouds and smaller pieces of falling debris. Using Guerrilla's in-house destructible tool, he and artist Edouard Peregrine synced up the procedurally generated animations with in-game physics and particle effects to produce one smooth, seamless-looking collapse.
People are being impressed in the same way they are impressed by a Hollywood special effect - it looks good! They aren't being impressed by the amount of realtime phsyics or deforation because there isn't much of that in this scene or with this technique.The overall image works very well and is jaw dropping. Both the bridge scene and building collapses have really impressed journalists and gamers with the amount of deformation and physics going on.
1) Barely different, as the realtime additions are only effects. The lumps of building will fall in exactly the same ways every time.The fact that real time physics are also being used should mean that these large set pieces are slightly diffrent each time on playthrough.
Artistically, yes, it's a good move. That's distinct from technical achievement though. The technical achievement here is how they've managed to get the animation information into the game, and I don't think that's anything particularly difficult.And I think that the attention to detail GG are putting into the game to try to get the fact that it is a warzone and structures are not just field dressing is very impressive indeed imo.
All the flooring, concrete, steel and roofing, is prerendered.
If these kinds of design decisions survive the beta testing phase, we could have a problem. Some players like those kinds of touches, but the gamers used to the swift, decisiveness of the shooting in COD4 and Halo will not take kindly to KZ2's controls. I dont like that KZ2's controls already seem polarizing.
In the Gospel According to Game Sales, where variants ddn't sell well...Then let them go play Halo and COD4 - where is it written that all games have to look, feel or even play in the same manner
Luckily, they also can't create the most generic game possible. It's going to need something to stand out in a crowded genre. And this being a flagship title, it's going to be expected.
I wouldn't be surprised if they go for realism in the SP, but remove some of those small touches in the MP to make the controls more responsive. Rfom does this, and it works very well there.
I never understood why some people call Killzone 2 a CoD4 rip-off. Killzone has always been about realism.
I wouldn't be surprised if they go for realism in the SP, but remove some of those small touches in the MP to make the controls more responsive. Rfom does this, and it works very well there.
I never understood why some people call Killzone 2 a CoD4 rip-off. Killzone has always been about realism.
see thisThere are no shadows cast on the ground by any of the soldiers at all.
http://www.gamekyo.com/images3_4_28913.htmlIt seems as though you're seeing things in these KZ2 screenshots that aren't really there.