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[GT] Next Gen Destruction Physics - Page 5

post #41 of 78
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Quote:
Originally Posted by ZealotKi11er View Post
Look good but if there physics where to be put in game the only thing is that i would be very hard for us to see the walls and stuff being destroind. This is because if a real life acciden or some explosion it takes so little time and we migh no see anything. The only way this could work is slow motion for small objects. For building and stuff that would be great. I always though about a game like GTA that you can take a plane or a car and crash into a building and maybe turn it down.
It's not about seeing it. It's about using it. If it wa only about seeing it, then we might as well just call this a new graphics engine.
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post #42 of 78
Thread Starter 
Quote:
Originally Posted by stargate125645 View Post
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).

No, that's a physics creator.
Uhhh, I'm not exactly sure what you mean by "pre-animated" but it doesn't really matter one way or another. What I've seen in the Force Unleashed demos is somewhat similar to what we saw in the TSN's demos. TSN's demos are obviously more complex, but you've got to remember that the Force Unleased is being released on a measly Xbox360. Fastforward 5 years into the future, and you are going to have hardware that can handle what you saw in that video real time.

Just look at Crysis right now. Thousands of objects being thrown around in the Sandbox editor without any lag on some top of the line systems. And this is without any physics support from our GPUs. Once we get physics support on our GPUs, we're looking at 10-100 times more physics capabilities. And this hardware is here now! Imagine what we'll have just 2 years later, let alone 5.
Edited by Porthios - 5/22/08 at 10:40pm
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post #43 of 78
Thread Starter 

And for those of you naysayers, here's an

that is 2 years old.
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post #44 of 78
So that's just with Havok? Cool. Now we need an open standard so that Intel and Nvidia can't monopolize the physics arena.
post #45 of 78
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Quote:
Originally Posted by Jarhead View Post
So that's just with Havok? Cool. Now we need an open standard so that Intel and Nvidia can't monopolize the physics arena.
Unless I'm mistaken, Nvidia allowed ATI to use the PhysX intellectual property in a push to make advance physics support ubiquitous amongst all graphics card owners.
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post #46 of 78
There are too many "shards" coming of the boxes etc...
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post #47 of 78
Quote:
Originally Posted by Jaffa Cakes! View Post
There are too many "shards" coming of the boxes etc...
...cry more.
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post #48 of 78
Quote:
Originally Posted by Porthios View Post
Uhhh, I'm not exactly sure what you mean by "pre-animated" but it doesn't really matter one way or another. What I've seen in the Force Unleashed demos is somewhat similar to what we saw in the TSN's demos. TSN's demos are obviously more complex, but you've got to remember that the Force Unleased is being released on a measly Xbox360. Fastforward 5 years into the future, and you are going to have hardware that can handle what you saw in that video real time.

Just look at Crysis right now. Thousands of objects being thrown around in the Sandbox editor without any lag on some top of the line systems. And this is without any physics support from our GPUs. Once we get physics support on our GPUs, we're looking at 10-100 times more physics capabilities. And this hardware is here now! Imagine what we'll have just 2 years later, let alone 5.
by pre-animated, he means scripted. AI controlled scenes with a pre-determined outcome... scripted.
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post #49 of 78
Quote:
Originally Posted by Hayday View Post
Its. . its. . .its BEAUTIFUL! But this is kind of like the physics engine used in Star Wars the force unleased is it not?(forgot the name of the engine)
DMM ? or DDM?

I don't think it is the physics engine. But this animations are very inspiring.

http://www.havok.com/content/blogcategory/34/72/
Lol, Force Unleashed uses Havok.
Edited by metala - 5/23/08 at 12:22am
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post #50 of 78
Quote:
Originally Posted by metala View Post
DMM ? or DDM?

I don't think it is the physics engine. But this animations are very inspiring.

http://www.havok.com/content/blogcategory/34/72/
Lol, Force Unleashed uses Havok.
the one beginning with D is the engine they used to simulate the mechanics of their physics i think..digital molecular matter or something like that.

they used Euphoria for the characters/AI..same as GTA4.

then Havok for the objects. I think its amazing that they managed to program all 3 to not only talk with each other, but interact and relate.
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