Gitaroo said:
http://www.ign.com/articles/2012/06/07/e3-2012-the-17-minute-last-of-us-demo
Alternate playthrough of the demo at E3. The game is very open in how u engage. Must read.
Maybe I missed it, but what's the significance of the, what I assume to be, movie poster at the beginning of the clip?
EDIT
I should probably be more specific.
http://youtu.be/8ZYkj0glnqs
In one of the interview articles, a ND staff mentioned using (SPU) ray casting to identify and play context sensitive animations too. It looks like they have finally moved beyond the foundation layer into higher level game making subsystems.
"A lot of people are wondering about the fluidity of animation", says Jacob Minkoff, lead designer on The Last of Us.
"When you push the punch button, it fires a bunch of rays around the game world, and says 'What's nearby?'. Oh, there's a wall nearby. Or there's a desk nearby. So if you press the punch button and make contact, it will smash this guy against the wall".
The result is that fights can look different every time you play, subject to the situation.
"We've developed this engine over four games now, over a period of six years, and have a system that dynamically looks around and sees contextually what sort of animations would be right to play in the area", reveals Minkoff.
"For instance, maybe he'll throw a punch and succeed, and the guy hits the wall, or fail and hit his hand against the wall, and go 'Ow!'. We have this library of dozens and dozens of animations streaming off the disc at all times based on what's happening in the environment".
Interesting that they still go with canned animations rather than behavioural physics. I wonder why?
Then they aren't doing it right.Canned animations usually look more real and interesting. Physics based kinematics just look rag doll weird.
Not really. You don't move your arm a fixed amount to reach something, but extend it hwoever far you need to. In the case of this game, rather than call the 'reach' animation, the arm should be moved via kinematics to the desired position.. Likewise, grabbing people of different sizes will position the limbs differently. There is no one-size-fits-all solution in real life. For the most natural game, I can't see how behavioural physics, or physically-corrected animations, cannot be used. U3 had some nice moment with Nate putting his hand against a wall, but it was obviously precanned and didn't collide properly. Some form of procedural skeleton contorl would have placed the hands perfectly.In a sense human behavior is also "canned" if you think about it.
I'm pretty sure the hand movements in U3 were tied to inverse kinematics blended with whatever the artists came up with. Same with Assassin's Creeds limited crowd interactions. The systems just aren't precise or flexible enough as of yet.
Either case still looked loads better than the janky physics based animations of which Rockstar is so fond.
Either case still looked loads better than the janky physics based animations of which Rockstar is so fond.
I don't knwo. Both have their high and low points. I find Uncharted to be amazing at points, but at others its very twichy and slidy. Now I do remember the first time I played GTA3, I did feel bad for the pedestrians I ran over, or people I shot. They did feel like people to me (most of the time) some other moments they just did some pretty weird stuff indeed.
Interesting that they still go with canned animations rather than behavioural physics. I wonder why?
correction, I was talking about GTA IV, not 3... So yeah, it (GTA IV) made me actually feel like I was running over a person and not some virtual humanoid toy. GTA3 was just cartoony and funny.