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post #51 of 78
wow power center from power rangers
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post #52 of 78
Awesome
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post #53 of 78
Quote:
Originally Posted by xHassassin View Post
Seems like those DBZ effects, you know, those ones that are overly exaggerated and won't even happen in real life?
yes.
now we need a DBZ game for PC with this engine. It may even be more awesome than Tiberium.
post #54 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.
5 years into the future is not now, so how is this relevant?
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post #55 of 78
Quote:
Originally Posted by rabidgnome229 View Post
No need to put this in a game - I'd play with the sim for hours

It isn't a scientific simulation - it's eye candy and damned impressive eye candy. No need to jump all over it and nit pick
The whole point is to make it look real, so nit picking it is perfectly acceptable.

Quote:
Originally Posted by 003 View Post
Yea I know that pre- animated scenes can be used. But, I really do doubt this one is pre-animated. It may be, but we don't know the source. They could have developed a breakthrough physics API and be running it on hardware specifically designed to process it, kind of like the PhysX card (which was not a great implementation, but the best so far).

The telltale sign that this is done in realtime is that if you look closely at all the little pices of broken stuff, they are relatively simple geometric shapes. What it's probably doing is putting them together to form the structures, and then when it breaks, the pieces are always the same, but their movement is calculated in realtime. And the little pieces can not be broken up any smaller; the large structures are made of the pre defined smaller pieces.

That scenario is perfectly plausible and well within the realm of possibility.

If you go search for some of the original ageia physx demo videos, they are not so far off from what is being done here.
By noticing those simple geometries, you have pointed out a shortcut. Even with such a simplification, I'd still put money on this not being in real time. My entire Master's Thesis deals with simulating the interaction of clothing with the human body - something that involves many of the same contact algorithms and material models that would be used for a physics simulation, and it takes several hours to get one second of animation. And this is with assuming rigid body motion for the human mannequin and utilizing coarse meshes - gross simplifications of reality.

Website:
http://www.engineering.uiowa.edu/~sw.../clothing.html
Specific Video on Website:
http://www.engineering.uiowa.edu/~sw...body_twist.avi
Edited by stargate125645 - 5/23/08 at 6:34am
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post #56 of 78
Yeah I guess your right, the simple individual parts can be considered a short cut. I know that things like clothing simulation can easily be pre-animated. For example, waving flags, etc.. and it can look great.

However, I do believe that each individual part in the physics demo has it's motion calculated in realtime. It would look awful if the movements were pre-determined, even if there were several possibilities of movement to be chosen at random. To have so many pre-animations for each piece would be inefficient in and of itself, not to mention repetitive.

The PhysX UT3 maps have the movements of all the parts calculated in realtime, and it is not that far off from the number of realtime moving polygons as this is. Given that PhysX is already old in computer years, the idea of more advanced physics processing on the horizon is quite plausible.
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post #57 of 78
looks like force unleashed with crappier textures.
Lots of brick and drywall destruction in that vid.

I still wish that the force unleashed would come to PC, too bad...
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post #58 of 78
Quote:
Originally Posted by 003 View Post
Yeah I guess your right, the simple individual parts can be considered a short cut. I know that things like clothing simulation can easily be pre-animated. For example, waving flags, etc.. and it can look great.

However, I do believe that each individual part in the physics demo has it's motion calculated in realtime. It would look awful if the movements were pre-determined, even if there were several possibilities of movement to be chosen at random. To have so many pre-animations for each piece would be inefficient in and of itself, not to mention repetitive.

The PhysX UT3 maps have the movements of all the parts calculated in realtime, and it is not that far off from the number of realtime moving polygons as this is. Given that PhysX is already old in computer years, the idea of more advanced physics processing on the horizon is quite plausible.
I'll have to check out videos of that stuff then. Good to know PhysX is very useful, just not widely used!
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post #59 of 78
Wow...that was amazing!! I especially loved the "rounds" going through the different towers.

I can't wait!!
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post #60 of 78
Thread Starter 
Quote:
Originally Posted by gtarmanrob View Post
by pre-animated, he means scripted. AI controlled scenes with a pre-determined outcome... scripted.
Which is exactly why I was skeptical I of what he was saying. I don't buy that.
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