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[GT] Next Gen Destruction Physics - Page 7

post #61 of 78
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Quote:
Originally Posted by stargate125645 View Post
5 years into the future is not now, so how is this relevant?
No more than optical CPUs, memristors, and just about a fourth of the other stuff that gets posted on these forums. What's your point?
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post #62 of 78
Thread Starter 
Quote:
Originally Posted by stargate125645 View Post
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.
Which is precisely why the animations we saw didn't exhibit real life physics. They've made something work, but not perfectly. I'm surprised that you aren't more well educated about this. Years ago Agiea outlined how PPUs would allowed for upwards of 50,000 bones in any given scene. Since such is the case, the tower collapse scenes do not seem our of reach at all. Same with the column destruction scenes.

Quote:
Originally Posted by stargate125645 View Post
I'll have to check out videos of that stuff then. Good to know PhysX is very useful, just not widely used!
Are you kidding? You're sitting here arguing about pre-animated physics and you don't even know a 1/10th of what PhysX alone--without a PPU--is capable of? Quit blowing smoke up our asses.
Edited by Porthios - 5/23/08 at 6:43pm
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post #63 of 78
Can it simulate 9/11?
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post #64 of 78
Quote:
Originally Posted by dieanotherday View Post
Can it simulate 9/11?
....


Ummm.... Why?
post #65 of 78
isn't all that stuff pre rendered ? not to mention the havok it could create if actually implemented in a game
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post #66 of 78
It is not realtime, you are correct.
post #67 of 78
yeah looks great but i agree - to exaggerated to be realistic. still cool
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post #68 of 78
i mean what would happen if you are supposed to kill someone, but instead a whole bunch of rubble falls on him, he survives and you would basically be stuck at that point
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post #69 of 78
Quote:
Originally Posted by CorporalAris View Post
It is not realtime, you are correct.
You know this how? Inferring? Or was there an official statement?
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post #70 of 78
Bah.

Let's get rid of clipping first. It was fine in Quake. It's ridiculous to have it in Crysis. Realistic trees, realistic buildings, realistic enemies, then my head clips through a tree. Talk about ruining any sense of realism the game might have had.

As for physics themselves, I'd rather have an explosion with 6 pieces that interacted realistically with the rest of the world rather than 6,000,000 pieces that look pretty but don't actually interact with anything. I'd rather have an explosion with no shrapnel that actually blew objects around and knocked things over than an explosion with every piece of the grenade plotted out yet doesn't budge an oil can an inch.


I think part of the problem with getting physics up to par is graphics, to be quite honest. Nobody wants to take a few big steps backwards in graphics to allow physics to realistically be able to catch up. People want more and more out of graphics, pushing our hardware to the limits, then leaving no room for any other development. I'm no programmer or anything, but if we stepped graphics back to the level of say, System Shock 2 (or anything from around the turn of the century), I bet we could probably catch up the rest of games that need a lot of work.

Bottom line is this: I'd rather play a game that looks like Half-life but has no clipping and objects interact with each-other naturally than Crysis. Maybe I'm the only one. But I hope not.
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