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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."

12 of 217 comments (clear)

  1. Missing the point? by WhatAmIDoingHere · · Score: 5, Interesting

    "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.
  2. How about we just go back to pong. by Avillia · · Score: 4, Funny

    Ball hits wall, ball reflects away from wall at the exact angle it hit. No need for all this garbage.

  3. Another note: STOP the POV summaries. by Avillia · · Score: 5, Insightful

    A 'comparison of PC Game Physics' should not have a summary obsessed with one technology and one company (Havok).

  4. Gimme interaction. by nugneant · · Score: 4, Interesting

    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

  5. AnandTech actually reviewed a card by Anonymous Coward · · Score: 4, Informative

    http://anandtech.com/video/showdoc.aspx?i=2751

    Not much more needs to be said -- they tested and analysed it.

  6. Re:growing older by Sparr0 · · Score: 4, Insightful

    What? If you think Fallout and Starcraft were not in the top 5 games of their years, and among the top 25ish games of all time, then you really don't belong in a discussion about the quality of games. This is not a game preference thing; it can be said objectively that these games embody everything that can be good about games in general, and specific to their genres. They were revolutionary, evolutionary, spawned good sequels (WC3 is a functional sequel to SC, not WC2, regardless of the story), sold insanely well, and pretty much cleaned up by any other metric you care to apply.

  7. Wake me up when... by ecorona · · Score: 4, Insightful

    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?

    1. Re:Wake me up when... by WhatAmIDoingHere · · Score: 4, Funny

      Why not.. go outside?

      --
      Not a Twitter sockpuppet... but I wish I was.
    2. Re:Wake me up when... by nugneant · · Score: 5, Funny

      Because acting weird in public is a crime punishable by secret prisons, 72 hour observations, and in general a whole bunch of idiots who lost the ability to feel taking things far, far too seriously.



      So, some counter-questions, in a manner that you'll relate to:

      Instead of arguing, why don't you... read a book?

      Instead of insulting people who care about things, why don't you... clean your room?

      Instead of replying to this post, why don't you... eat your veggies?

      Instead of sharing your views with people, why don't you... brush your teeth?

      Instead of realizing that your fucking non-sequiter of an argument is -1 Flamebait, why don't you... say your prayers?



      --
      My MOMMY thinks I'm +1 Insightful

  8. Re:On physics by nugneant · · Score: 5, Interesting

    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.

    I disagree, to a certain extent.

    When it comes to NPCs and enemies "reacting fo' realz" - I disagree. Sure, give them better AI (so long as "better" means "less predictable" and isn't a codeword for "can spawn other enemies to hate-rape you on sight, and requires so much processor power that there is only one enemy per stage"). But frankly, attempts have been made to make realistic physics, and without exception these games always feel muddy and unplayable. Give me Burnout Revenge over Flatout any day of the month of the week's year, kthx.

    What works in the real world, with near instantaneous brain-body 3D real time control, and TOTAL SENSORY IMMERSION(TM) (note - I've patented that trademark, so now everyone has a damn good excuse to avoid the outside world) tends to take a bellyflop when you're interfacing via a mouse/keyboard/gamepad/John Romero's Magic Glowing Orb, looking at a monitor that, at best, does a good job at tricking your eyes into 2.5 dimensions.

    It's been proven that people do not want "real physics" - they want "Hollywood physics". When they say "better physics", what they're saying is that they don't want paper-thin enemies who fly at 100 MPH from a shotgun blast. They want ragdoll dudes who will spin 1080 when you blast off an arm, then look at the stump, still gushing blood, and fall face-first, even though real people would scream in pain and probably not do much after the blast.



    HOWEVER - when it comes to scenery physics, HELL YES. Nothing irritates me more than the Magic Unbreakable Door, found in virtually every 3D shooter. I've got rockets the size of a HUMAN BEING here. You mean to tell me a wooden door will take five of them? Other objects of note:

    * - Telephone poles OF DOOM (found in most racing games, Grand Theft Auto)
    * - Wooden Support Planks WITH ARMOR-ALL (found in a lot of shooters - okay, one or two shots isn't going to do much, but if I take a tommygun to a 2 by 4, the tommygun wins)
    * - Ground of SOLID STEEL (almost every FPS - see my next point for more)
    Dirt mound OF GOD (if I hit a dirt mound with an RPG, it should fly apart. I think that games should be REQUIRED to accurately simulate the effects of RPGs on scenery - and maybe this will keep the next five or six clone-developers from adding the damn thing. When I was in my formulative years I never imagined that I'd be saying this, but I am sick and tired of Rocket Propelled Grenades, Rocket Launchers, Giant Phallic Things Which Explode On Impact, and/or "Bazookas". They are done in every action game. They are always virtually the same. Once I play a game where a hit with a rocket will cause buildings to explode, key cards to become redundant, and mazes to be a thing of the past, I will buy back into the "Bigger and more explosive is BETTER" philosophy. And I'm not talking about Zombies Ate My Neighbors or Duke Nukem style "oh look, it's a suspicious crack in a wall, PERHAPS A ROCKET WOULD LOOK NICE HERE" linearity. I'm thinking more along the lines of the (criminally underrated) Future Tactics, except more brutal).



    Anyway. Instead of worrying about the Next Big Thing, and bitching about how all games are the SAME, and becoming suckers for arm-deadening, fruitily-named attempts at brute-force "innovation" (like, uh... gee, nothing's coming to mind, so I guess this is strictly hypothetical :-P ) - instead of this, how about we collectively lobby to get these things done right? An RTS with millions of genero-zergish units per side. A FPS with real-time rocket-based-dynamic-level-modification and death-physics so mind-jarringly violent (and bloody) that Jack Thompson and Joey "Senator" Lieberman simultaniously combust. A sports game where I can choose to attempt a brutal tackle tha

  9. Ultimate Physics Engine by Umbral+Blot · · Score: 4, Funny

    In my opinion the ultimate physics engine was, and is, that of Carmageddon.

  10. PhysX - mediocre technology, good business plan by Animats · · Score: 4, Interesting
    Ageia has made a breakthrough. Not in the technology, but in the business model.

    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.