Comparing PC Game Physics
John Callaham writes "On Wednesday we posted up comments from Havok about rival AGEIA's use of their physics processor in the PC version of Ghost Recon Advanced Warfighter. Today we have an expanded article with point-to-point comments from AGEIA that address Havok's statements." From the article: "How much interaction do you want in your PC games? It used to be that graphics were the number one factor in picking up a new game but now players are asking more and more about interactions in the environment. One company that has provided such interaction is Havok. They have developed a physics engine that has been used in a ton of games, including most famously in Valve's first person shooter Half-Life 2. Recently, Havok announced plans for a new physics engine, Havok FX, that would use Shader Model 3.0 graphics cards to further enhance game interactions and physics."
How much interaction do you want in your PC games?
:/
Interaction is great and all, but please give humanoid NPCs more rigid joints! It looks silly seeing them flopping around with elastic joints, or doing backflips after being shot in the face.
That, and being able to move enormous metal crates simply by shooting them, breaks any immersion the game has created.
Registered Linux user #421033
I remember going back to play Duke Nukem 3D many years ago (I stopped playing the game many, many years ago) and found it nearly impossible to play. Half Life is not unplayable, but boggy by todays standards. It is really remarkable how the physics rendering advances along with the graphics, and how important it is to game play.
"It used to be that graphics were the number one factor in picking up a new game but now players are asking more and more about interactions in the environment."
I find myself buying fewer and fewer games as time goes by, and I believe it's thinking like that that really shows why.
It's not graphics that are the number one factor, it's gameplay. There's no debate here. I want pretty visuals from movies, and I want great gameplay in my game. Don't get Blink 476 or whatever's popular for audio, either. Put your money towards making a non-buggy QUALITY gameplay experiance!
Fuckdamnit, that pisses me off.
The only people who say "How are the graphics" are going to be buying "EA *SPORT GAME* 20XX" every 9 months, anyway. So, they don't know what they're talking about.
Lets get another Fallout or a Starcraft. The graphics can be a generation or two behind as long as it's fun to play!
Just look at the Revolution and what it has to offer. Graphics aren't very improved, but the chance for gameplay being amazing is there, and that's what's important.
/rant
Not a Twitter sockpuppet... but I wish I was.
Ball hits wall, ball reflects away from wall at the exact angle it hit. No need for all this garbage.
A 'comparison of PC Game Physics' should not have a summary obsessed with one technology and one company (Havok).
I find myself buying fewer and fewer games as time goes by, and I believe it's thinking like that that really shows why.
mmm... have you controlled for 'growing older'?
quite a significant variable
btw, those games you think were so great? they aren't.
I still have fond, fond memories of the original UNREAL TOURNAMENT and have been sorely disappointed by subsequent releases... and yet when I go back to play UT1 I can't stand it... it pales in comparison to the more recent versions, even though the underlying gameplay is better.
I'm not wrong. You haven't thought about it hard enough.
When Duke3D came out (seems like it was ages ago... forever, one might-- ouch, okay, sorry, sorry), it was right around the same time as Quake.
As a 13 year old, I figure I represented the "market" a lot more accurately than I do in my wiser (and more bitter / broke) years. It was Duke3D all the way for me, and I didn't think twice about it. Sure, Quake had better multiplayer (according to PC Gamer at least), but I was still netless at home. The novelty of shooting a wall and leaving actual bullet holes was thrilling. Getting to "play" pool, leaving footprints in the bloodstains left behind... all of this added up to a game that was fun way beyond the point where it should be. I don't mean to knock Duke3D, of course, but after the first episode the level design took a nosedive. Compare anything from the second episode to, oh, how about Healing Vats from DOOM. For me, it's a no brainer, at least when it comes to the simple question of "which of these levels is better, from a strictly looking-at-it-in-the-automap perspective". However, Duke3D's interactions had me playing, playing, playing, searching for the next deadpan line, or little "extra".
Also, this was the time when I became disillusioned with PC Gamer. I recall Duke3D edging Quake out in the ratings by about a percentage point or two. Heck, an issue or two later, Duke3D beat Quake in the "Best games of all time" list. Then, a year later, once the PC Gamer staff saw which game was completely dominating the online world, they scrambled to look "all knowing" by handing Quake the Best Game of the Year award. It'd be one thing if they alluded to some lasting value, but really it was your typical "press release" copy-paste. Fucking PC Gamer. I wipe my ass with that magazine now. Anyway...
One other thing. Is it just me, or does Capcom really have a finger on the pulse of the "heart" of physics? Every single game of theirs - well, since about the third Mega Man at least - has this perfect "feel" to it, that even makes games from genres I normally don't give a crap about (3D platformers) addictive and fun. I'm thinking of Maximo: Army of Zin here.
Anyway, I know that sounds like a lame attempt to make sure I avoid the -1, Offtopic mod, but it's the first thing that popped into my mind when seeing this. Midway's another company - for the most part, excluding the budget line, their games handle very, very nicely. Compare Blitz to Madden - and yes, I am quite aware that one of them is arcade football and the other attempts to be a simulation. Crank the Madden settings until the players are fast and whatever, bottom line is that Blitz feels nicer. Hitz beats the EA and SegaSports hockey titles hands down, largely for the same reason (even though the last version of Hitz had the worst "player editor" I've ever seen - major flaw in my book).
For a counterpoint, try comparing Bible Adventures or any of the Color Dreams games to, oh, geez, any of the major platformers. Compare a shooter from the Action 52 cartridge to Gun*Nac. Move up to SNES, compare The Combantants with Final Fight, or Kyle Petty's No Fear Racing with Mario Kart, or the second Ken Griffey game to the first. Which games "suck" by popular consensus? (PROTIP: The first games mentioned). What's a major uniting difference? The physics, the handling, the speed of play and the "oomph" behind a home-run / tight turn / nick-of-time-bullet-dodge / enemy stomp. In the first games, these are always an afterthought. I imagine the coders just kinda throwing darts at a wall, figuring "okay, player jumps, lands - now make sure all the platforms can be reached from the player's height (last step strictly optional - Active Enterprises, I'm looking at you)". In the case of the second games listed, I could easily see whole months being spent on nothing more than making incremental number-changes, in the 0.000000004 range of things. And that's why (IMO) the second games have always not only sold better, but been a better experience than the other, som
I confess I've never played the game much myself, but I do remember with a smile comments on the impressive physics engine Bungie developed for their "Myth" series of games.
One early player posted on a discussion forum that he wanted to incinerate a dwarf with the biggest explosion he could make just by surrounding it with grenades, and the resulting explosion dropped the dwarf's weapon back down out of the stratosphere several long seconds later. He did the math and calculated that the weapon was blasted straight up a couple of miles before coming back down.
Granted, that's not very realistic, but he was very impressed that the physics engine was willing and able to track a piece of debris for that long.
Physics engines are an essential component of any 3D game, and the more consistent they are with the real world the more believable the game is. You can throw everything else out the development window, I think, as long as objects bounce correctly under 9.8 meters per second per second of gravitational acceleration.
http://anandtech.com/video/showdoc.aspx?i=2751
Not much more needs to be said -- they tested and analysed it.
Wake me up when a game world isn't a static 3D environment. Wake me up when I can walk up to any tree, pick off a branch, chop the tree down, squish some ants living on the tree, and can rip a moist leaf on the tree like a sheet of paper. Wake me up when I can knock down a building, wall, and can permanently remove bricks from a house. I want to be able to drive a car through a wall, have grass that actually grows, and can cause wildfires (just like in real life). I want to be able to take some sand from the beach with a bucket and pour it all over the nearest NPC and see all the little grains of sand stick to his shirt. Wake me up when it's time because I can't wait to play. Imagine MMORPGs where you can actually DIG A SECRET TUNNEL underground to invade your enemie's territory. Imagine being able to dig holes to hide in and cover them up with leaves. Well, you get the idea. Possibilities are endless. Seriously, how long do you guys think it'll take for some crude implementation of what I listed above comes to fruition?
This, actually, is a perfect counterpoint to the "realistic physics are ALWAYS better" line of thinking.
If it weren't for these deliberate anomalies, Breakout, et al, would be thrown into "loops". I remember a port of Breakout for the TI-83 graphics calculator that suffered from this - you would eventually have the ball at such an angle that no matter how you hit it, it'd always travel along the same pattern.
Face it - even today, this applies. Would it really be fun if your character could only jump 6-12 inches off the ground? If you ran at a rate of around 20MPH? My stipulation is that it would not be. Game designers must fudge the physics to keep a game playable. And frankly, I find the physics of Mighty Final Fight for the NES to be light-years ahead of the supposedly "revolutionary" physics of, say, Trespasser. More complex != more funriffic.
The problem is, multithreading is no shiny new hammer. Many problems in game logic just aren't suitable for multithreading.
This sig does not contain any SCO code.
In my opinion the ultimate physics engine was, and is, that of Carmageddon.
Philosophy.
As much as you can give. Physics provides depth and quality. Show the way and demonstrate this; be a legend.
Or not.
Your call.
Lurking at the bottom of the gravity well, getting old
The point is not the gameplay. The point is the experience. If your experience is reduced if you can't get over the fact that the graphics look bad. Or don't evoke the images they are supposed to evoke. Sure, Starcraft has a limited visual experience now, but A: it was amazing for the time and B: there have been a lot of amazing games released since which players just couldn't get into the experience because it was a cheap, unbelieveable 2D sprite engine. Certain games it works for, but to get into the experience of others, you have to kick it up a notch visually.
The same can be said for movies. Anyone can do Clerks. But nobody can do Titanic without a large budget going to visuals. Anyone can create the next Tetris. But nobody can create the next Final Fantasy without reasonably engrossing visuals and expansive, expensive vistas.
Which is not to say that gameplay isn't important. It's just that people know (or think they know) how to do amazing visuals, but nobody knows how to make amazing original games. Even Blizzard, a consistent hitmaker in the industry, basically takes existing genres with major flaws, fixes all of the flaws, and throws in a ton of aesthetic polish.
Now as a side note, you can get a hell of a lot of bang for your buck out of good sound, especially considering how few people do. Sound is subliminal, so it frequently gets forgotten when budgets are getting allocated. But you can spend months prototyping and sketching and modeling and mapping your main enemy to make them seem as massive and powerful as possible, or you can get a sound engineer who will mix a bowling ball dropping onto a piece of steak with someone punching through aluminum foil, and getting the most amazingly visceral reaction from the audience after one afternoon of experimentation.
The ______ Agenda
Most of people asked say Morrowind was better than Oblivion.
What could make Oblivion better, or at least equal to Morrowind?
These:
Better grass distance?
More details in the LOD (distant textures) area?
More objects covered by the physics engine? (furniture, rocks, plants)
Items possible to shatter, smash, break, dent?
Containers displaying their content in 3D and not in 2D menu?
Better voice acting?
Books that burn?
Or maybe these:
Less linear quests not forcing the next step on you?
Shorter load times of locations?
Not removing levitation, slowfall and a dozen other classic spells?
More factions to join, interesting quests?
Dialogues and text that always makes sense, never seeing hearing the same thing less than 5 seconds apart?
New, interesting books you haven't read in Morrowind already?
Anagram("United States of America") == "Dine out, taste a Mac, fries"
The real problem with game physics engines is that nobody is making much money. One by one, the physics engine companies have gone out of business or merged. Havok is the last one standing, and they're smaller than they were at peak. Game middleware just isn't very profitable. Havok charged about $60,000 per game title a few years ago, and you can multiply that by the number of games they're in and figure out their revenue. The numbers just aren't that big. Their user base expects lots of support and handholding, too, so the margins aren't all that great. It's not just Havok. Middleware vendors generally are at a poor point in the food chain.
But look at Ageia. They sell to end users. That has growth potential. This is Ageia's real breakthrough. We'll have to see where this goes.
Let's see. I press the "A" button. Megaman launches upward, hits a peak, falls downward. In some cases (Super Mario Brothers), I press the "A" button, Mario jumps, and he appears to "float" in the air - ie, when I move left or right, in the air, he moves slower than the equivelant ground-based movement. Not so much in Megaman, but I digress.
:-D
Maybe it's not calculating momentum on the fly using real-time Einsteinian rendering, but I, the player of the game, could care less. "Simple gravity simulations", for me, make the difference between a game I could be playing right now instead of even bothering to get into this ridiculous argument (Megaman III) and one so bad that... jesus, it's bad (Captain Comic).
It's physics to me.
But go ahead, code some "impressive" "real-time physics"-utilizing game where every time I jump, a small army of Emotion Gnomes dives into my PS2's CPU and calculates just where on the parabola I shall lose 0.0003% momentum and whether swinging my sword will affect my doppler-wind-resistance enough to cause me to miss that platform I was so eagerly expecting to reach. And while you're scratching your head and wondering why all the game reviewers called that game a sloppy nightmare, I'll be playing a Capcom game.