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[GT] Next Gen Destruction Physics - Page 3

post #21 of 78
If this was a true physics simulation, it would not be possible in real time. What you would see in games is pre-recorded animations that are based upon this physics simulator, the same way moving characters in video games are pre-recorded animations.
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post #22 of 78
this is like playing with legos, but backwards... if they implement this well in a soon to be released game, theres my excuse to go 4 GPU cores in my next major build!!
good enough
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post #23 of 78
Quote:
Originally Posted by ted View Post
This will absolutely destroy my graphics card. It looks amazing, but that is a ton of programming to make the entire game like that. Seriously though, that would be worth an upgrade right there!
is it not the CPU that does all the physics?
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post #24 of 78
Gos that is beaufiul
post #25 of 78
Quote:
Originally Posted by JoBlo69 View Post
this is like playing with legos, but backwards... if they implement this well in a soon to be released game, theres my excuse to go 4 GPU cores in my next major build!!
Unnecessary for physics. The only things that are simulated in real time are things that cannot be pre-animated to provide an effective and believable result, such as knocking over secondary objects when walking on a map.
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post #26 of 78
Who CARES if the physics are exaggerated?! That's what I WANT!!!
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post #27 of 78
Quote:
Originally Posted by stargate125645 View Post
If this was a true physics simulation, it would not be possible in real time. What you would see in games is pre-recorded animations that are based upon this physics simulator, the same way moving characters in video games are pre-recorded animations.
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:
http://forums.epicgames.com/showthread.php?t=602931

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.
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post #28 of 78
pfft, you gamers and your "physics" engines. /scoff

Now this is a physics engine.
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post #29 of 78
Quote:
Originally Posted by 003 View Post
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:
http://forums.epicgames.com/showthread.php?t=602931

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).

Quote:
Originally Posted by dharmaBum View Post
pfft, you gamers and your "physics" engines. /scoff

Now this is a physics engine.
No, that's a physics creator.
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post #30 of 78
basically running fragments through a fluid, the fragmentation is nice, but the fluid movement needs alot of work. nonetheless, great engine, but whats an engine without the work it takes to make the engine depict realistic situations?
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