Originally Posted by 003
It's just a bit more complex than the ageia physics in UT3, in CTF-Lighthouse. It would certainly be possible in realtime with the right hardware.
Oh, and that intel destroy the castle demo is nothing compared to what ageia has in UT3, thats more on the line of half life physics. Heck, it's similar to the UT3 map DM-Lego:
Also notice how it chokes when you blast stuff really fast, even in multi threaded mode. CPU is not meant to do those calculations. If it was used for game physics in that manor, there would be no CPU power left for the actual game. The ageia implementation is superior, and will get another significant speed boost on the nvidia cards.
I didn't say the Intel demo was a better physics simulator, I said I liked it (better).
And I guarantee you that physics like that would not be possible in real time if it is properly simulated. There would have to be shortcuts, like pre-animated scenes. For example, in HL2 when you use the anti-gravity gun to fire the saw blades at the crab heads, you aren't witnessing a unique cut each time. There are a limited number of cuts already made and depending upon where you hit the enemy you see a different animation (though how far the body flies and what it runs into when it flies in pieces almost has to be simulated). As long as there are enough different outcomes to convince the player of the realism of the scenario then there is no need for something more complex. There are always shortcuts.
And as I said before, that is not how concrete fractures when it is reinforced, so clearly some shortcuts are being taken in the physics simulation demonstrated here or it is not a truly accurate simulation (which I guess could be considered a shortcut).
Originally Posted by dharmaBum
pfft, you gamers and your "physics" engines. /scoff
is a physics engine.
No, that's a physics creator