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The State of Video Game Physics

The Guardian's games blog convened a panel of engineers and other experts to talk about the current state of video game physics. A great deal of research is currently going on to make better use of multiple cores so that advanced physics tools and engines can take advantage of all the processing power available in modern computers. Many of those tools are being put to work these days to find more realistic ways of breaking things, and game developers are trying to wrap their heads around destructible environments. Mike Enoch, lead coder at Ruffian Games, said, "This idea of simulating interactions and constructing the game world similar to how you would construct the real world generates more emergent gameplay, where the game plays out in a unique way for each player, and the player can come up with solutions to problems that the designer might not have thought of." Another area that still sees a lot of attention is making game characters more human, in terms of moving and looking as realistic as possible, as well as how a game's AI perceives what's happening. "The problem is not necessarily in having the most advanced path-finding technique with large-scale awareness; we need to have more micro behaviors, with a proper physics awareness of the environment," said software engineer George Torres.

170 comments

  1. Don't trust the client by battlemarch · · Score: 1

    Yeah, that's nice and everything, but you can't trust the client.

    --
    Oh, come, come, come. Without a monster or two, it's hardly a quest... merely a gaggle of friends wandering about. - Owl
    1. Re:Don't trust the client by KDR_11k · · Score: 1

      You could go peer to peer, that way if one player messes with his gamestate all he gets is a desync.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    2. Re:Don't trust the client by Suzuran · · Score: 1

      And so someone sets up a botnet and gets to arbitrarily manipulate things.

    3. Re:Don't trust the client by Delwin · · Score: 1

      You can't trust the client for anything that effects other people - but things like computing rag-doll physics and some special effects there's no issue with doing it on the client. It really doesn't matter to game play if they happen a little differently on each machine, or not at all.

    4. Re:Don't trust the client by KDR_11k · · Score: 1

      What? He can only manipulate his local gamestate. Even a botnet could only mess with its own gamestates, it wouldn't propagate to regular players and all they'd see is a large number of bots that desync.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
  2. Two acronyms by Anonymous Coward · · Score: 0

    GTA MMORPG

    there's your 'WoW' killer.

    figure out how to do that and it will have far more impact than having physics a little more realistic in some situations.

    1. Re:Two acronyms by FrostDust · · Score: 3, Informative

      Ever hear of All Points Bulletin?
      Way to be behind the curve, AC.

    2. Re:Two acronyms by _merlin · · Score: 2, Informative
    3. Re:Two acronyms by Anonymous Coward · · Score: 0

      I use to play that game on the Lynx II, best game evar!

    4. Re:Two acronyms by Anonymous Coward · · Score: 0

      Just watched the video. While all of that may have been rendered in-engine, not a single frame showed actual gameplay. Vaporware.

  3. Nice Way to Teach Actual Physics by reporter · · Score: 5, Interesting
    One of the toughest aspects of calculus-based physics is teaching how to intuit it. Space-based games (i. e., ones involving the behavior of light, planets, and other celestial entities) written to conform to actual physics laws would be a fun way to teach students how to intuit physics.

    This generation of students is just damned lucky to have access to such computing power. In the old days, the most readily accessible computing power was an 8080 hobbyist board. Simulating the universe on that is impossible. The students of that era were stuck with just manipulating integrals and derivatives.

    Life is unfair. I hate it.

    1. Re:Nice Way to Teach Actual Physics by WCguru42 · · Score: 4, Interesting

      You know, some of us youngsters were brought up on the idea that calculators should only be used to multiply large numbers together and nothing else. I know that I've benefited greatly by having restricted calculators / computer use on exams that require a more fundamental understanding of physics than simply plugging numbers into equations.

      And if you can't intuit physics then you probably shouldn't mess with it. I remember when my first physics teacher told me that calculus was nothing more than mathematics for the purpose of physics and all of a sudden calculus made so much more sense, taking mathematics and equating it to physics and the real world just seemed to simplify the whole thing.

      --
      "Educate the mind but never at the expense of the soul."~Blessed Basil Moreau
    2. Re:Nice Way to Teach Actual Physics by kestasjk · · Score: 3, Informative

      Problem with that is that limit based calculus itself is fundamentally based on abstract concepts like finding the sum of infinite parts. A physical analogue to an equation can make grappling with the physics much easier, but I don't think understanding goes the other way. Who "gets" electromagnetism and uses that to help them learn partial derivatives? It can easily go the other way though

      --
      // MD_Update(&m,buf,j);
    3. Re:Nice Way to Teach Actual Physics by elashish14 · · Score: 1

      I don't think that'll help very much. Ever watched someone try to play Mario Kart, and they just can't figure out how to take a jump or a turn? You'll always get those kinds of people; sometimes, they just don't get it, they can't learn how to play games and build logical mental constructs based on trial, observation and error. They just don't think that way.

      Maybe it's politically incorrect to say this (and in all likelihood, unscientific as well, but I'm going with my gut): if you can't get it, then you'll probably never learn it, even if someone teaches it to you, so why even try. Even I myself wonder if I believe that.

      --
      I have left slashdot and am now on Soylent News. FUCK YOU DICE.
    4. Re:Nice Way to Teach Actual Physics by kestasjk · · Score: 1

      Don't worry, for whatever reason this generation of students doesn't yet have the software to simulate physics for the purposes of learning. We do have software to make manipulating integrals and derivatives easier, but it doesn't become useful until quite late. Really it's still overhead projectors and acetone slides, you're not missing much, but hopefully that is yet to change

      --
      // MD_Update(&m,buf,j);
    5. Re:Nice Way to Teach Actual Physics by johannesg · · Score: 1

      One of the toughest aspects of calculus-based physics is teaching how to intuit it. Space-based games (i. e., ones involving the behavior of light, planets, and other celestial entities) written to conform to actual physics laws would be a fun way to teach students how to intuit physics.

      Do such games actually exist? Every title I can think of has blatantly bogus physics. Even when discounting FTL-travel (which I can forgive on the basis of no one living long enough to actually reach another star during their lifetimes otherwise), you often see simulations in which spaceships behave like planes: they bank, they share common orientation, their relative speed never exceeds something that is humanly understandable, etc.

      This generation of students is just damned lucky to have access to such computing power. In the old days, the most readily accessible computing power was an 8080 hobbyist board. Simulating the universe on that is impossible. The students of that era were stuck with just manipulating integrals and derivatives.

      Life is unfair. I hate it.

      Should we get off your lawn now?

    6. Re:Nice Way to Teach Actual Physics by 0xygen · · Score: 2, Insightful

      I can forgive the banking, as it is due to the ships maneuvering thruster arrangement. They are often depicted as four thrusters (two up, two down) near the front of the ship, and sometimes an opposing four at the back.
      Firing opposing pairs of thrusters causes roll, firing both up / both down causes pitch, so the only logical way to turn is to bank and then pitch up.
      This layout saves having another pair of thrusters to allow turning without rolling, plus you only need to account for stress in two directions, rather than three, plus the torsion of the rolling action.

    7. Re:Nice Way to Teach Actual Physics by Anonymous Coward · · Score: 0

      Old as it may be, Elite II makes a fair attempt at keeping within the bounds of Newtonian physics. And all on a single-density floppy drive.

    8. Re:Nice Way to Teach Actual Physics by Anonymous Coward · · Score: 0

      If you want a research population, try IT software engineers. There are so many that just don't grasp a few basic concepts that I'm wondering what that one woodpecker is waiting for.

    9. Re:Nice Way to Teach Actual Physics by CrashandDie · · Score: 1

      A few years ago, one of my teachers -- a physics teacher -- was studying to get a math degree and be able to teach the same class math and physics. That way he'd be able to go "Ok, so I told you about Laplace, now let's see how we can slow things down using a big electromagnetic coil".

    10. Re:Nice Way to Teach Actual Physics by Rockoon · · Score: 1

      One of the toughest aspects of calculus-based physics is teaching how to intuit it.

      One of the toughest apsects of calculus in general is the plethora of conflicting notations, none of which are very good.

      --
      "His name was James Damore."
    11. Re:Nice Way to Teach Actual Physics by Novus · · Score: 1

      The I-War series is one of the few space combat games I've seen that adheres to Newtonian physics (apart from having two different forms of FTL drive). It also averts the usual silliness of having a high-tech spaceship and requiring pilots to manually aim at distant targets; automatic targeting is standard on most weapons.

    12. Re:Nice Way to Teach Actual Physics by 4D6963 · · Score: 1

      Hallelujah, if you want to understand orbital mechanics in an intuitive way, just mess around with a simulator like Orbit or even games such as Spacewar!

      Yes, Spacewar!, the first computer game, from 1961. It actually wasn't that bad in the physics department.

      --
      You just got troll'd!
    13. Re:Nice Way to Teach Actual Physics by The_mad_linguist · · Score: 1

      >And if you can't intuit physics then you probably shouldn't mess with it.

      So, nobody should mess with Quantum Physics?

    14. Re:Nice Way to Teach Actual Physics by MikeBabcock · · Score: 1

      I always loved manoeuvring in Wing Commander for this -- ships had pretty good thrust and directional behaviours, along with drifting by thrusting then turning and firing. Each ship and missile in the game actually had documented yaw pitch and roll maximum correction speeds in degrees per second too.

      --
      - Michael T. Babcock (Yes, I blog)
    15. Re:Nice Way to Teach Actual Physics by Anonymous Coward · · Score: 0

      haha, how about maxwell, tesla, einstein?

      or newton, who invented calculus.

    16. Re:Nice Way to Teach Actual Physics by daver00 · · Score: 1

      Precisely! Anyone who cannot invert a 100000x100000 matrix in their head should not be doing physics!

      Seriously though, finite difference methods are about the only way to extract meaningful information from the differential equations which model anything remotely interesting, the only physics problems which are 1 or 2 dimensional, steady state and easily solvable by hand are those which drastically simplify reality and serve only to deliver the basic understanding of how calculus is used in modeling. Calculators, and more to the point: computers, are absolutely essential tools in solving even minutely interesting physics/engineering problems in the real world.

      Furthermore, intuition is a dangerous thing to rely upon when dealing with mathematics and physics. If you are going to say that the only people who should solve physics and engineering problems are those who can understand how the problem should pan out by intuition alone then you have limited your pool of potential physicists and engineers to a minute fragment of society. Intuition is deceptive, and frequently wrong, that is the point of the scientific method. If you have a proven model based on objective analysis, trust the model to tell you the answers, it is far more important to possess the skill in mathematics to not make mistakes in your equations than it is to "intuitively" understand what the results "should be".

      I'm not trying to break your balls here but you couldn't be more wrong about your two points.

    17. Re:Nice Way to Teach Actual Physics by Miseph · · Score: 1

      I didn't really "get" limits until I started calculating instantaneous velocities based on acceleration. I could tell you the concept, and I could roughly explain what it was, but I couldn't really fathom what it was, how it made sense, or why anyone would ever bother.

      I suppose that to a very abstraction-minded person it could go the other way, and I think that's probably the biggest difference between a mathematician and a physicist, formal study aside.

      --
      Try not to take me more seriously than I take myself.
    18. Re:Nice Way to Teach Actual Physics by Anonymous Coward · · Score: 0

      The I-War series is one of the few space combat games I've seen that adheres to Newtonian physics (apart from having two different forms of FTL drive)..

      Newtonian physics doesn't prohibit FTL travel.

    19. Re:Nice Way to Teach Actual Physics by kestasjk · · Score: 1

      They derived physics from maths? What part of lim h->0 { [f(x+h)-f(x)]/h } do you think Newton was inspired by physics to write?

      --
      // MD_Update(&m,buf,j);
  4. The player is the biggest problem with destruction by Shadow+of+Eternity · · Score: 2, Insightful

    When it comes down to it even a truly realistic game where even high explosives have difficulty rearranging the landscape I'm still going to find a way, one way or another, to do something that was either unexpected or unwanted.

    So you've either got arbitrary restrictions or arbitrary game ending scenarios because I just happened to collapse a skyscraper or fourty that the plot needs.

    --
    A bullet may have your name on it but splash damage is addressed "To whom it may concern."
  5. Garry's Mod by SnakeEater251 · · Score: 2, Interesting

    This is why games like Garry's Mod have become so popular. You can run (basic) physics simulations on your home computers without needing to shell out too much cash to do so.

    --
    -FB
    1. Re:Garry's Mod by darkhitman · · Score: 3, Funny

      Absolutely, assuming that by "run basic physics simulations" you actually mean "nail random shit together in a crude attempt to create a missile-launching airship."

      --
      Tell me something...it's still "We, the people"... right?
    2. Re:Garry's Mod by skyride · · Score: 1

      If you think that, you've COMPLETELY missed the point of the game.

      Yours truly, Garrys Mod Player

  6. Re:The player is the biggest problem with destruct by Anonymous Coward · · Score: 0

    Designing a game around elements being destructible is critical for this reason. Arbitrary restrictions aren't always necessary to prevent required elements from being destroyed. Things like "bomb dogs" or unavoidable "security checkpoints" provide a canon approach to restricting destruction of key locations.

  7. No more by elashish14 · · Score: 4, Interesting

    Maybe I'm just old-fashioned, but I preferred the simpler games, the ones that didn't have as rigid physics and things of the nature. Compare modern first-person/third-person shooters and compare them to the classics like Perfect Dark, The Legend of Zelda or Goldeneye. They were so much fun because handling was so easy, you could move, you could strafe, etc. It was so much better! And yet, as games become more realistic, all that happens is that your character becomes more sluggish and less powerful, harder to manipulate. All for the sake of reality, and graphics which will always get old. But the gameplay never gets old. That's why classics are what they are - they're acceptable graphically and a hell of a lot of fun to play.

    Want proof? They still have Street Fighter tournaments, Melee tournaments, etc. if you look around in the right places. On the other hand, who cares anymore about Metal Gear Solid 4? Man, even playing Super Mario World is much more fun than the New Super Mario Bros. on the DS, simply by virtue of the fact that the older one is simpler, freer, gives you more control, more imagination, more room to enjoy it.

    Seriously? It's gameplay that makes you come back, not reality. I wish we'd drop the reality of things and just make games fun. But I guess now I'm old enough to just make my own games. Sigh. It had to come down to this, didn't it?

    --
    I have left slashdot and am now on Soylent News. FUCK YOU DICE.
    1. Re:No more by StackedCrooked · · Score: 2, Interesting

      I would agree with you that the 3D obsession in the past 10 years was kind of silly. It all had to be 3d all of a sudden, and it ruined many games. For example the old Worms was fun, the 3D version sucks so bad.

      However, the introduction of physics is actually something that I am not complaining about. I love too see how debris tumbles down and stuff. And I like the current trend of 2D gravity games as well.

    2. Re:No more by banffbug · · Score: 3, Interesting

      ...the classics like Perfect Dark, The Legend of Zelda or Goldeneye.

      I was hoping you'd mention games from the commodore 64, not the other 64!

    3. Re:No more by Jurily · · Score: 1

      Mod parent up. Games are supposed to bring a break from reality, not emulate it badly.

    4. Re:No more by Anonymous Coward · · Score: 2, Insightful

      I agree, and I'd go stronger than just less-high-fidelity 3d simulations. How about deliberately cartoony? 2d? Anything with a style and interesting gameplay is good as far as I'm concerned. Would Braid have gained anything by being 3d? To the extent that games are visual art as well as games, high-fidelity 3d simulations actually seem like they limit the degree of distinctive style that a game can bring. And a focus on them doesn't usually help gameplay either, because all sorts of cool ideas become too complicated to implement if you have to integrate them with some crazy physics engine with all sorts of edge cases. I've heard of even relatively simple stuff getting cut, like dumbing down NPC AI because it screwed up the pathfinding algorithm.

      I'm not saying there's no place for the style of game that is basically an accurate physics simulation in which you can do things. But it's not clear to me that it's where the current best cost/reward tradeoff lies.

      It seems at least a few other people agree, because many of the recent games that have created buzz have been based around something cool other than more-realistic graphics and physics. World of Goo was based heavily around a physics engine, for example, but a totally unrealistic one that gives it its characteristic style (and, incidentally, one they built with $10k).

    5. Re:No more by KDR_11k · · Score: 2, Informative

      Oh, physics can add fun. While Crazy Machines didn't benefit from improving the physics over The Incredible Machine games like Red Faction Guerilla turn the physics into a major gameplay element, letting you disintegrate the ground under an enemy's feet or enter a building through a wall with your sledgehammer (or vaporize an enemy in cover along with what he's hiding behind). I also really liked NyxQuest: Kindred Spirits (formerly Icarian) with its puzzles about moving blocks around your character.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    6. Re:No more by KDR_11k · · Score: 1

      I wouldn't say WoG's physics engine was wholly unrealistic, it felt pretty similar to something like Bridge Builder or Pontifex, just with a more elastic building material.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    7. Re:No more by MemoryDragon · · Score: 1

      On the other hand if you looked at ultima underworld which was one of the best games in the 90s to integrate physics, the game is a classic and everything afterwards in first person perspective after it was more or less a step back...
      The main issue nowadays is that physics in most action games is only integrate the way you can blow up things, it becomes more interesting as soon as they get out of this stage by utilizing it as puzzle part or simply by trying to make a virtual world within the game like the ultimas did!
      The problem is most games are not good to begin with and just to integrate physics to blow things up does not make them better!

    8. Re:No more by gnud · · Score: 1

      Well, a game like Deus Ex (which is a GREAT game) could have benefitted enormously from the player being able to, say, create a new door with some c4.

    9. Re:No more by selven · · Score: 1

      I don't really like advanced realistic-explosion-simulate-every-water-molecule physics myself. It seems like a substitute for gameplay these days. And god forbid the physics requires a whole bunch of libraries on operating systems I don't actually use.

    10. Re:No more by turing_m · · Score: 1

      What, like Bubble Bobble? Last Ninja? International Karate or International Karate Plus? F14 Tomcat wasn't too bad I thought. I think the most accurate in physics was probably "Thrust", albeit only in two dimensions.

      --
      If I have seen further it is by stealing the Intellectual Property of giants.
    11. Re:No more by Twinbee · · Score: 2, Insightful

      I'm the first person to dream of games made of trillions of individual atoms and realtime raytracing, but sad to say, I agree with you. I think games can have the best of all worlds - simple control mechanics, luscious, AND clearly defined, detailed graphics (rather than greyish, over texture-mapped, cookie cutter style 3D objects), and 'abstract realism' which looks convincing and often colorful, rather than just trying to imitate this world.

      Music in games is the same now. It must be 'real' (usually bland) orchestral stuff, rather than a melody which is fun and memorable to listen to like many of the older games.

      --
      Why OpalCalc is the best Windows calc
    12. Re:No more by eulernet · · Score: 2, Insightful

      The real problem is that most of the big videogame companies would like to mimic big movie companies.

      When they meet investors, they explain that they want to provide an experience similar to a movie, even though in my opinion, these are quite separate domains, but this makes the investors dream (and take out their cash).

      I was a game programmer, and I stopped working in videogames mostly because the games I worked on were less and less funny to play as I was going older.

      I remember one of my colleagues in 1985, who dreamt about a 'game' where you could walk into a city.
      I guess he should be happy with Shenmue: http://en.wikipedia.org/wiki/Shenmue
      But I still wonder what is funny in doing this ?

      Real life is so fucking boring !

    13. Re:No more by Lehk228 · · Score: 1

      but crazy machine did benefit from running properly on a modern OS. it isn't as good, but it's a damned good substitute compared to nothing at all.

      --
      Snowden and Manning are heroes.
    14. Re:No more by Quothz · · Score: 1

      Want proof?

      Forgetting something? Maybe half-forgetting something?

    15. Re:No more by morari · · Score: 1

      Compare modern first-person/third-person shooters and compare them to the classics like Perfect Dark, The Legend of Zelda or Goldeneye. They were so much fun because handling was so easy, you could move, you could strafe, etc. It was so much better!

      I would not, ever say that a console-based FPS handles easily... especially not one using that hideous N64 controller.

      Still, your point stands. Gameplay is more important. That said, extensively thought-out physics could go a long way in making or breaking the gameplay in some titles.

      --
      "He who can destroy a thing, controls a thing." --Paul Atreides, Dune
    16. Re:No more by KDR_11k · · Score: 1

      I've got some sequel of TIM ("Prof. Tim's Crazy Workshop" would be a literal translation of the title) and IIRC it runs fine on Windows XP.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    17. Re:No more by KDR_11k · · Score: 1

      I don't know, my Wii FPSes (aside from Red Steel maybe) handle fine.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    18. Re:No more by thesandtiger · · Score: 1

      There are some modern games that seem to have figured out how to have more realistic (in some ways) physics and outstanding control schemes.

      Prototype is one example - you're capable of doing some REALLY crazy and physics defying stuff, but when you don't use any of the "special" powers or moves the physics tends to be more or less real. The engine lends itself to some emergent stuff. Another example is one of the Hulk games - I don't even bother with the missions in that one, I just piss the army off to the point where they're sending everything they've got at me, and then I beat them to death with their own people and vehicles. Great fun.

      There are plenty of ways to give games realistic (or more realistic) physics and still have them be tremendous fun. There are quite a few of the modern games that are *damn* fun to play because of their physics. I suspect that the difference you're really getting at is that in the olden days there could be more of a focus on the game play since shiny rendering and physics engines weren't enough to sell a game. Fortunately, there are modern games with great gameplay AND all the shiny.

      --
      Since I can't tell them apart, I treat all ACs as the same person.
    19. Re:No more by Xest · · Score: 1

      I don't think that's true.

      It's the same with everything, there are good implementations and bad implementations, age of game IMO has nothing to do with it.

      In terms of FPS games, Quake 1 was always my favourite online for the reasons you state, the physics just felt nice, the game was fun to play with it's rocket jumping and the likes, it didn't need complex physics.

      Yet whilst Half-Life 1 was an excellent game I always felt the physics in it absolutely sucked, compare it to something like Crackdown on the XBox 360 where the physics pretty much make the game and you see that a good physics system can make a world of difference. For those who haven't played Crackdown, the content of the game is pretty poor it's basically an open world and you have to kill about 18 "bosses" across the open world, you can do them in any order you want, there's not really much of a storyline there. The fact you can jump your way up sky scrapers, ramp cars off of transporters, throw scud missile launchers at enemies to crush them just generally have fun stacking together random explosive objects into a pile to make a massive explosion still leaves you with a pretty fun game.

      Even Call of Duty 4 and 5 and also Halo 3 just feel much nicer to play than many older games with simpler physics engines.

      As you say, it's the gameplay that matters, but realistic or complex physics do not in any way have to detract from the gameplay, in fact, in recent years it's really come into it's own in actually making the gameplay in a handful of games - see games like Prey, Portal, the gravity gun in Half-Life 2, Crackdown and so on.

      I think the thing to bear in mind is that when you look to the games you enjoyed in the past as fine examples of how a game should be you only remember the good ones, you don't remember the countless bad or at least mediocre and hence easily forgettable ones. It's easy to pick some great games from the past and compare a specific element against the average level of games today, but I believe if you take the average quality of games from that period and compare to the average quality now you'll notice that again, as always there's good games and there's bad games.

      I'd argue the issue now is that increased complexity does make it much more challenging for developers to get all those complex systems right and to work together well to make a nice game, but it's certainly not impossible again as many great games in recent years have shown.

    20. Re:No more by nEoN+nOoDlE · · Score: 1

      Ok /. people, get to work on turning this post into an old curmudgeon meme:

      Maybe I'm just old-fashioned, but I preferred the simpler games, the ones that didn't have new technology and things of the nature. Compare modern genre and compare them to the classics like example, example or example. They were so much fun because handling was so easy, you could move, you could strafe, etc. It was so much better! And yet, as games become more realistic, all that happens is that your character becomes more sluggish and less powerful, harder to manipulate. All for the sake of reality, and graphics which will always get old. But the gameplay never gets old. That's why classics are what they are - they're acceptable graphically and a hell of a lot of fun to play.

      Want proof? They still have classic example tournaments, Melee tournaments, etc. if you look around in the right places. On the other hand, who cares anymore about popular new game? Man, even playing different classic example is much more fun than sequel on the modern console, simply by virtue of the fact that the older one is simpler, freer, gives you more control, more imagination, more room to enjoy it.

      Seriously? It's gameplay that makes you come back, not reality. I wish we'd drop the reality of things and just make games fun. But I guess now I'm old enough to just make my own games. Sigh. It had to come down to this, didn't it?

      --
      Don't trust a bull's horn, a doberman's tooth, a runaway horse or me.
    21. Re:No more by Dr.+Impossible · · Score: 1

      How exactly did this consitute flamebaiting? If you don't know what a flamebait is, don't bother being a moderator.

  8. Re:The player is the biggest problem with destruct by BountyX · · Score: 1

    A common work around for that problem is to initiate a plot sequence at the beginning of a scene change. This method is more common for large world and 3rd person. Another approach is a penalty system where the player is punished for destroying a plot sequence. This method is used frequently in first person shooters where a mission is failed due to friendly fire. In both cases, the key to addressing this issue is scope management. As games get more complex I imagine tools will automate the relation between objects and their references within some scope. If the object is referenced beyond its initial scope (when and where it was created), such a tool would automatically expand the scope and implement some sort of generic default action (mission failed?). It's a very interesting problem because it hints at the need for a virtual timeline as a means of identifying or creating the scope of a given plot sequence.

    --
    Trying to install linux on my microwave, but keep getting a kernel panic...
  9. More Realistic != More Fun by MrMista_B · · Score: 4, Insightful

    Indeed, some of the most physics-accurate games I've played, have been some of the most generic and dull in memory. Greater physics can add to a game, but /designed/ physics, is what makes a game /fun/.

    1. Re:More Realistic != More Fun by kestasjk · · Score: 1

      Watching a zombie realistically fall over onto a handrail, then slowly slump backwards and fall off, isn't what makes L4D fun, but it'd be a less enjoyable experience without it. Constant reminders you're playing a game aren't a problem for some types of game, for others they are

      --
      // MD_Update(&m,buf,j);
    2. Re:More Realistic != More Fun by mad_minstrel · · Score: 2, Interesting

      While I believe that's true in most cases, there are some games where realistic physics actually do make them more fun. Just play Red Faction: Guerilla.

      --
      May the source be with you.
    3. Re:More Realistic != More Fun by AuMatar · · Score: 2, Insightful

      Disagree. I'd find the game more enjoyable with more time spent on important gameplay elements rather than junk like that which I won't really notice after the first time. Better yet, if they don't have to worry about silly stuff like that they can get the game out faster, cheaper, and move on to make another game. Unless you're writing a simulator, increasing the realism rarely makes the game better.

      --
      I still have more fans than freaks. WTF is wrong with you people?
    4. Re:More Realistic != More Fun by Dahamma · · Score: 1

      Reminds me of a great parody of Trespasser that involved a futile (live action) attempt to stack coke cans... wish I could find the video, Google is failing me... anyone?

    5. Re:More Realistic != More Fun by Jarnin · · Score: 1

      Portal is probably the best example of physics designed around the game, not the other way around. Or maybe not. In either case, Portal was a blast even though it was probably one of the simplest, shortest games I've ever played. You know what I'd love to see? A scifi game that actually played around with gravity. Every scifi game (where you can get out of a ship and run around) has the same gravity in every location. Take Mass Effect for example: You fly up to a planet and check it out: Most of them have near Earth gravity. Then there's a mission on Earths moon, and guess what? The Moon has the same gravity as Earth! Why? Oh, right, because the game engine only supports a single, unified gravity for any given environment. This is why scifi games usually suck. When you can't even represent what it would be like to be in lower gravity, what's the friggin point of visiting other planets? How about space stations that use rotational gravity? But think! These days maps are critically designed to have you go from A to B to C on the prescribed path through the prescribed targets. If you could jump up on a ridge and run past that, well, there goes a bunch of development hours down the tube. But how grand it would be! I miss the freedom of movement in games. The day I logged into a new game and I couldn't jump over a curb, I think I died a little.

    6. Re:More Realistic != More Fun by morari · · Score: 1

      I don't think you have to worry about them getting another Left 4 Dead out "faster and cheaper".

      --
      "He who can destroy a thing, controls a thing." --Paul Atreides, Dune
    7. Re:More Realistic != More Fun by grim4593 · · Score: 1

      You'd like Super Metroid. You can get to practically anywhere anytime if you are skilled enough.

    8. Re:More Realistic != More Fun by MR.Mic · · Score: 1

      The engine powering the serious sam games allows for all sorts of gravity types. You can define gravity per-sector, or with spherical/cylindrical volumes that can work as attractors or repulsors.

    9. Re:More Realistic != More Fun by AndrewNeo · · Score: 1

      I wish more games supported physics like that (though I get the feeling prebuilt systems like Havok don't). The Goldsource (original HL) and Source Engine (HL2 and beyond) do support different levels of gravity (Zen in HL is a good example) but Valve hasn't used it in a single player game since then.

    10. Re:More Realistic != More Fun by Anonymous Coward · · Score: 0

      You know what I'd love to see? A scifi game that actually played around with gravity. Every scifi game (where you can get out of a ship and run around) has the same gravity in every location.

      This wasn't even true in the original Quake. There was a special level, Ziggurat Vertigo, with low gravity. You could jump insane distances, and grenade launchers were vastly longer-range. They put lots of ogres on the level to show off the rocket launchers, and started you in a slight pit so you'd immediately try jumping and figure out about the low gravity.

  10. A similar tech advance... by redbeardcanada · · Score: 2, Funny

    Well, I hope these guys working in a similar area are invited to be part of the panel: http://www.theonion.com/content/news_briefs/new_video_game_technology

  11. Re:The player is the biggest problem with destruct by Shadow+of+Eternity · · Score: 1

    But that's just like the agents in Enter the Matrix. Either you keep it within the rules of the game and thus run the risk of the player actually beating your supposedly impossibly stacked but still realistic odds, or it's still going to wind up being another readily recognizable arbitrary mission failure and restriction.

    --
    A bullet may have your name on it but splash damage is addressed "To whom it may concern."
  12. Soft cars and violent crashes by Anonymous Coward · · Score: 0

    Why can't we have this? (Ok, the closest thing is Burnout, but there the cars only turn soft in the crash sequences.) Car crashes looks absolutely crap in GTA IV and similar games.

    In a real crash, a car is *far* from stiff. Look at some crash videos to see what I mean. In todays games the cars seemingly consist of different modules, each which several levels of damage premodeled.

    The hobby simulation project Rigs of Rods is the only game I know that actually has softness implemented in vehicles. Imagine these physics in a photo realistic action packed game.

  13. Important: Breast Physics by corsec67 · · Score: 3, Funny

    Breast physics are important for making characters look more realistic. (Well, the same math could be applied to other fatty parts of character models, but that isn't nearly as interesting)

    Of course, having fully interactive character models would require tons of collision detection, math to compute the results, and keeping track of the deformation of the model relative to the possible deformations. Until it is perfect, it seems that we are headed into the depths of uncanny valley.

    Plus, this least to the best job title ever: "Breast Physics Researcher"

    --
    If I have nothing to hide, don't search me
    1. Re:Important: Breast Physics by grikdog · · Score: 1

      I'd be happy with beasts that aren't basically jelly bags on rigid armatures. A cat's sacrum has more than fifty degrees of freedom, not just forward and backward, as the Japanese have successfully illustrated for over three hundred years.

      As far as women go, I once watched a woman walk across a playground using eight independent and unsynchronized rhythms — right leg, left leg, right arm, left arm, hip sway on three axes and Balinese head waggles — completely unaware of anyone watching. Old enough to be a well-schooled dancer with kids, and pretty memorable.

      --
      ``Tension, apprehension & dissension have begun!'' - Duffy Wyg&, in Alfred Bester's _The Demolished Man_
    2. Re:Important: Breast Physics by dangitman · · Score: 1

      Breasts, damnit, not beasts!

      --
      ... and then they built the supercollider.
    3. Re:Important: Breast Physics by Anonymous Coward · · Score: 0

      Tomb Raider Underworld has breast physics.

      Get Lora Croft to some standing jumps and rotate the camera to the side... you notice her lady bumps bounce ;)

    4. Re:Important: Breast Physics by MikeBabcock · · Score: 1

      All boyish giggling aside, body motion physics do take a lot of the plasticity out of characters and make things more fluid. Why doesn't someone's leg deform when kicked in a fighting game though? Why don't people keel over when punched in the stomach (okay, so they do in Drake's Fortune), etc.

      The new natural motion engine generates character impacts and animations in real-time for example, taking into account body structure, weight, strength and a neural AI simulation to create animations on the fly based on circumstances for the upcoming Backbreaker (American) Football game.

      --
      - Michael T. Babcock (Yes, I blog)
  14. Re:The player is the biggest problem with destruct by KDR_11k · · Score: 1

    Red Faction Guerilla lets you wreck buildings at will and AFAIK it's not a problem. From what I read it simply respawns buildings if it really needs them for a mission. You don't really notice because it's at the other end of the map and mission buildings are usually not significant outside the mission (they can be marked as EDF buildings in a mission but outside of the mission they'd count as civilian while other EDF buildings are always marked as such) so you might not even remember that you flattened them. At times the physics are a bit wonky with massive buildings held up with almost all support destroyed but that's a detail issue, not a problem with the general design of being able to wreck everything.

    --
    Justice is the sheep getting arrested while an impartial judge declares the vote void.
  15. Ballistics by DNS-and-BIND · · Score: 0

    I, for one, would like to see bullets stop flying straight and true, unaffected by gravity or wind. Marksmanship is a skill, it's not just placing the crosshairs on a target and pressing the mouse like some sort of flash game for 5-year-olds. One of the worst, and I mean worst, features of Return to Castle Wolfenstein was the Panzerfaust. Point and click, and the thing flies straight as an arrow (actually, straighter). I'm sure a lot of the problem is that most computer nerds have never handled a firearm, and they have some mental model of how shooting works...mostly built out of old episodes of "T.J. Hooker" and similar cop shows.

    --
    Shutting down free speech with violence isn't fighting fascism. It IS fascism!
    1. Re:Ballistics by KDR_11k · · Score: 1

      Or they just want it to be easy for the player who probably doesn't really know how bullets behave and never handled a real gun. I mean, games also have very unrealistic combat ranges most of the time when anything longer than 100 meters requires the use of a sniper rifle.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    2. Re:Ballistics by Anonymous Coward · · Score: 0

      The bullets in Delta Force 2 behaved that way.
      Perhaps not perfectly, but wind and distance made quite a difference when sniping.

    3. Re:Ballistics by FrostDust · · Score: 1

      There's a difference between "bullets being affected by wind" and that Panzerfaust you described.
      Most of the time in an FPS, a bullet isn't going affected by gravity or wind until you get to the ranges where a sniper rifle is needed. At that point, I've noticed most games set in a fairly modern era ("future tech magic" can explain super-accurate guns) do model stuff like bullet drop and wind.

      Also, consider the audience of RtCW. They want an FPS where you shoot Nazi-mutant things. The devs wanted to include a rocket launcher weapon, and a Panzerfaust was probably the closest thing to that you could find in that time period.

      Red Orchestra, for example, instead features a Panzerfaust that works realistically, and you have take into consideration the arc of the projectile and the size, distance, and movement of the enemy tank for anything outside of point-blank range.

      Gaming physics have reached the level you're seeking for. It just depends on what developers think their players want in a weapon.

    4. Re:Ballistics by TheTurtlesMoves · · Score: 1

      My brother who is in the army plays DF2 precisely because of this. Its pretty accurate really.

      --
      The Grey Goo disaster happened 3 billion years ago. This rock is covered in self replicating machines!
    5. Re:Ballistics by AndrewNeo · · Score: 1

      Part of the reason they behave this way is simply for performance reasons - Most guns are 'tracers', where they throw a trace line towards the next thing they'll hit, and cause it damage, along with playing animations and sounds and such. Converting each bullet fired into a tangible physics object would be a lot of processing work. Also, many games implement spraying so the bullets never actually go straight.

    6. Re:Ballistics by KDR_11k · · Score: 1

      You have to admit that a handheld Nebelwerfer would be significantly more awesome than a Panzerfaust though.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    7. Re:Ballistics by bluesatin · · Score: 1

      Surely we've advanced far enough to be able to 'trace' curved lines?

    8. Re:Ballistics by flewp · · Score: 1

      Except even those bullets that are "sprayed" ARE going straight - they're just leaving the gun at a slightly different angle than the other bullets, but their trajectory is still straight.

      --
      WWJD.... for a Klondike bar?
  16. -.- sigh by Anonymous Coward · · Score: 0

    This is stupid. Who cares about the physics in games. If you're coding for physics instead of for the games speed/fun then you are doing it wrong.

  17. Realistic Doesn't Sell by Tablizer · · Score: 5, Funny

    Realism won't work any more than it works in Hollywood movies. They need a "Hollywood Physics Engine", with a bit of ACME cartoon logic tossed in. Examples:

    1. Fruit stands are magnetic: every thing comes toward them.

    2. Things fly strait up and spin end-to-end when they are blasted or exploded in any way. (see also #9)

    3. Cars hitting a bail of hay or lump of garbage fly 300 feet. Good guys always land upright while bad-guys always land top first.

    4. Sexy breasts jiggle slow and long

    5. In space, everyone can hear you scream.

    6. Sparks are the most common element in the universe. Every nick and prink causes vast amounts of sparks.

    7. Space explosions are usually poofy despite no atmosphere. If it's really big, then an expanding bluish saturn-like ring spreads out from the center.

    8. If slow-motion is used, then the bullets are 500 times slower for every 1x speed reduction in human movement.

    9. People fly almost strait up in the air if within 200 feet of any explosion. The exception is if they are near a metal hand-rail, in which case they rotate around the rail during the explosion, until facing downward.

    10. Poor tire traction, AKA "skidding", actually makes cars go faster. Heroes never win unless they skid a lot. The more smoke from the skid, the faster the car.

    11. When jumping between buildings or platforms, nobody ever has a good margin: they always barely make it. Physical laws expand the width to be barely below the maximum of the hero.

    1. Re:Realistic Doesn't Sell by KneelBeforeZod · · Score: 1

      4. Sexy breasts jiggle slow and long

      Yes! More jiggly physics! We won't be happy until it reaches BEYOND realism!

    2. Re:Realistic Doesn't Sell by Anonymous Coward · · Score: 0

      [quote]11. When jumping between buildings or platforms, nobody ever has a good margin: they always barely make it. Physical laws expand the width to be barely below the maximum of the hero.[/quote]

      E.T. got this backwards.

    3. Re:Realistic Doesn't Sell by Tablizer · · Score: 1

      Yes! More jiggly physics! We won't be happy until it reaches BEYOND realism!

      How about a vid-game where Laura Croft uses her breasts as weapons, swinging them in the bad-guy's face or nuts.

    4. Re:Realistic Doesn't Sell by Anonymous Coward · · Score: 0

      I'm just curious: Have you watched a film made since the 1980s? Most of these are pretty outdated cliches.

    5. Re:Realistic Doesn't Sell by Anonymous Coward · · Score: 0

      Crazy Taxi is all about Hollywood physics. I would add that the hero or his vehicle temporarily becomes much heavier during collisions, without adversely affecting acceleration of course.

    6. Re:Realistic Doesn't Sell by Tablizer · · Score: 1

      Then make a new list and get mod points. Don't complain, do.

    7. Re:Realistic Doesn't Sell by Dutch+Gun · · Score: 3, Funny

      You forgot a few:

      12. Every car that crashes will explode.
          12a. Exception - if the hero is in the car, it will only leak gas.
          12b. In such a case, there will always be an ignition source nearby.
          12c. The gas will always run toward the ignition source.
          12d. The gas will ignite only when the hero has just gotten free of the car, and is running away.

      13. Heroes can outrun an explosive blast

      14. Bullets don't fly straight for bad guys.

      Optional Cartoon Physics Module:

      1. You won't fall off a cliff until you realize there is no solid ground beneath you.
          1a. Attempts to run back to solid ground will be successfully unless you look down
          1b. Bonus points if you are the one to point out to your adversary that he has no ground beneath him.

      2. Getting crushed by massive objects results not in death or serious injury, but an overall bodily compression with a look strikingly similar to an accordion.
          2a. Bonus points will be awarded if victim puts up a tiny umbrella shortly before impact.

      3. Accidental exposure to high explosives will result in no injury except for a blackening of face, mussing of hair, and tattering of clothes.

      --
      Irony: Agile development has too much intertia to be abandoned now.
    8. Re:Realistic Doesn't Sell by whatever3003 · · Score: 1

      gawd. It's "straight" not "strait".

      --
      "Those who do not want to imitate anything, produce nothing." -- Salvador Dali
  18. the physics of you willy being destroyed by Anonymous Coward · · Score: 0

    imagine you willy being smacked until it bleeds

    1. Re:the physics of you willy being destroyed by Anonymous Coward · · Score: 1, Funny

      imagine your Willy being smacked until it bleeds

      I don't have a grounds-keeper, you insensitive clod!

  19. The problem is. by lattyware · · Score: 1

    When a developer creates distructable scenery and lots of alternate routes, it means that they have to produce a lot more content, that the user won't see on every run-through. This means games get shorter (or development times get longer). Admittedly, one sees higher replay value, but generally that's not considered as valuable. Personally, I miss the epicly long singleplayer games of old (Half Life 1 anyone?), and would like to have the best of both worlds. Unfortunately, the tendancy is towards very short single player games.

    --
    -- Lattyware (www.lattyware.co.uk)
    1. Re:The problem is. by Anonymous Coward · · Score: 0

      This would be less of an issue with a large public domain archive of high quality (Non polygonal NURBS models that can then be polygonized later at LoDs required) models. Need a destroyable fire hydrant? Use a CAD/CAM NURBs based fire hydrant assembly. (I can crank one out in about a half hour. I model shit all the time at work just to kill time.)

      Crowd sourcing such things, or even offering a bounty on good models would go a long way to reduce this overhead, but it would require a detachment from the "No, that is MY IP!" paradigm.

      I have often wondered if I should try to start such a Creative Commons based high quality model archive.

      Do you think there would be a demand for it?

    2. Re:The problem is. by Anonymous Coward · · Score: 0

      Not necessarily. A lot of the research on destructible geometry they're talking about is a process of doing the destruction automatically, without the need for an artist to define how every possible piece of debris looks. For instance, if an artist designs a wooden board and passes it certain parameters (like the strength of the material, how it breaks, direction of the grain...) then the engine should, theoretically, be able to break the board at any place, automatically. It's complicated, but plenty of games are already starting to exploit this to various degrees.

    3. Re:The problem is. by lattyware · · Score: 1

      That wasn't the problem I was referring to, rather that by creating destructable scenery, it becomes a lot harder to ristrict players to a set route, and therefore multiple routes have to be planned and created.

      --
      -- Lattyware (www.lattyware.co.uk)
    4. Re:The problem is. by lattyware · · Score: 1

      There are plenty of programmers out there with good ideas that are servely limeted to what they can do due to lack of 'art' - be it 2D, 3D, etc... Something like that would probably gain a lot of support and use. It may even pave the way for a proper open source game community.

      --
      -- Lattyware (www.lattyware.co.uk)
    5. Re:The problem is. by mdwh2 · · Score: 1

      As a hobbyist/open source programmer, I'd love such a resource. My suspicion is that there are plenty of artists willing to make models for free. On sites like GameDev, it seems there are far more artists looking for programmers, than vice versa, and just look at the modding community to see a large amount of content being produced. The problem is that almost all of it seems to lack any clear licences - just because I find a modding site where people have uploaded content for free, doesn't mean I can be legally sure that they're okay for me to redistribute that content in a game. Even though they may well be okay with it, legally I don't have permission, and there's often no way to ask permission.

      Encouraging people to properly licence their works would be a good thing.

    6. Re:The problem is. by KDR_11k · · Score: 1

      Only if the game is route based. Red Faction Guerilla, a recent game involving a lot of destruction, is an open world game so there is no path you're put on, you're in an area and have tasks to do. Sure, there are alternate pathes when a bridge is taken down but those pathes had to exist anyway because an open world game can't just have one route.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    7. Re:The problem is. by lattyware · · Score: 1

      True, but there is a limit to what kind of game you can make if it is an open-world game, and it limits the cinimatic experience. Half Life, for example, would not work as an open-world game. It needs linearality to work.

      --
      -- Lattyware (www.lattyware.co.uk)
  20. Am I the only one by hairyfeet · · Score: 3, Insightful

    Am I the only one that is tired of all these epeen graphics and physics that make any machine that costs less than a grand run like a slideshow while the AI makes Forest Gump look like a genius? I swear the AI was better 5 years ago than it is now.

    I picked up MoH:Airborne in the 10th anniversary pack and by the second level it was just sad how fricking awful the AI was. Sure the game looked nice and all, but when you have Nazis lining up to hide behind the EXACT SAME COVER that you have already piled corpses by like fricking firewood, I mean come on now. And if you crank the difficulty on high in the new games all it does is give you EA style cheating where you can be in the perfect cover and everybody knows exactly where you are, or you get a green ass grunt that can snipe you from a half mile away with a crappy bolt action without even an optic scope, meanwhile you pound bullet after bullet into them and they act like they are the Terminator.

    So if any game designers are reading this, enough with the epeen graphics and physics already. They graphics and physics were good five years ago. Nobody cares if in the heat of battle every stick falls correctly when you blow a building up, but they sure as hell notice when the bad guys just tiptoe through the tulips while walking through a killing field where you have piled up bodies all over the place. And please don't say online makes up for your shitty AI either, because it doesn't. If I wanted to deal with a bunch of campers, lamers, turtles, and teabaggers I would be playing Halo. There were plenty of games in the past like the original Far Cry that would give you a decent fight. Build on that instead of turning our PCs into slideshows.

    Oh yeah, and quit calling them "multi-platform" when you try to pass off some lame ass console port as a PC game without even taking a second to think about a decent PC control scheme. Thanks.

    --
    ACs don't waste your time replying, your posts are never seen by me.
    1. Re:Am I the only one by Anonymous Coward · · Score: 0

      Oh yeah, and quit calling them "multi-platform" when you try to pass off Windows XP and Windows Vista as separate platforms. Not that anybody actually believes that bullshit anyway.

      I think this is the greater "multi-platform" sin.

    2. Re:Am I the only one by freedom_india · · Score: 1

      What pisses me off is the ability of Engineers or repairers to have abilities that Human players don't have.
      For instance in CoH:ToV you can't repair your own HQ. The AI can and does exactly that.

      --
      "Doing what i can, with what i have." ~ Burt Gummer
    3. Re:Am I the only one by hairyfeet · · Score: 2, Insightful

      I don't agree. If they list WinXP and WinVista as separate platforms who cares if the controls actually work? By contrast a "multiplatform" game that has console controls without even the slightest thought to the PC is nothing but an expensive paperweight. let me give an example-

      I picked up Turning Point:Fall of Liberty for the PC at Gamestop for $10 (I refuse to buy any game that hasn't been out for awhile because I am on XP X64 and their shitty DRM doesn't work on my system so I have to crack my games, but that is another story) and when I get it home and fire it up the FIRST thing I am greeted with is a menu screen with NO mouse cursor, instead there is a pic of an X360 controller with buttons labeled for which to push to change menus! I thought I was buying a "multiplatform" game? If I wanted to use an x360 controller I'd buy a 360! And it went downhill from there. It was quite obvious that nobody on the development team actually bothered to play their game with anything but an x360 controller, as even the simplest commands like scrollwheel=switch weapons would lag so badly that often you wouldn't even know if the game had received the command or it would spin back and forth past the weapon you are trying to use.

      I could go on and on listing "multiplatform" games with controls so horrible on the PC that the developers should be ashamed of themselves. Cold Fear, hell even GTA:SA, which was inexcusable as GTA3 and GTA:VC had great controls! Considering how much money it costs to develop a game you'd think they spend five fricking minutes to make sure their controls work. No wonder so many game developers are going out of business. Quite putting out lame console ports as "multiplatform" without even bothering to give us functional controls and you'd see more folks buy your damned game!

      Between this and the epeen graphics and physics cutting huge chunks of the market out while the AI is so laughably bad makes me wonder if the game industry isn't being run by the PHB from Dilbert. They certainly are incompetent enough.

      --
      ACs don't waste your time replying, your posts are never seen by me.
    4. Re:Am I the only one by mqduck · · Score: 1

      citation?

      --
      Property is theft.
    5. Re:Am I the only one by Quantumstate · · Score: 2, Informative

      I think AI's are gong through a transition period where before they were almost entirely scripted so in an fps they wander around a set route until you spot them and then they perform the attack action. Now they are trying to make the AI think more for itself so that you can get more interesting game play that adapts to what you do. The problem is that the new stuff is pretty difficult so you get quite a few issues like you say because the testers cannot pick out and fix all of the little problems because the system is complicated and hard to understand. If you ever look at a system like that you will realise how hard it is to fix issues because you get a lot of chaos so reproducing an issue is difficult let alone fixing it.

    6. Re:Am I the only one by KDR_11k · · Score: 1

      I picked up Turning Point:Fall of Liberty for the PC at Gamestop for $10

      I think you could just have stopped there because that game is considered to be among the worst ever. That it has a bad PC port when it already sucks in most other ways isn't surprising.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    7. Re:Am I the only one by hairyfeet · · Score: 1

      If your AI is Forest Gump, you are going the wrong way. I personally would rather have a script or whatever they used in Far Cry or FEAR than what most are using now. As I said I have watch bad guy go and hide under the SAME cover that leaves their heads sticking out a foot and where their friends blood has literally stained the fricking box and their bodies are draped all over it, and they trip over themselves to hide behind it.

      I personally think they are all in an "my epeen is bigger then yours" stage and the AI is an afterthought. And I have heard the "graphic sells and Ai don't" BS, and that is exactly what it is. Any marketer worth his salt could sell on AI. We gamers LIKE a good fight, and a game we won't beat in an afternoon because the bad guys are as dumb as a bag of hammers. Frankly the graphics passed "good enough" around 2004-05 and now they are going overboard. I don't care if I can make out every hair on my characters arm as I am blasting some bad guy. or if every rock has the most realistic textures every created. What I DO care about is when I spend good money on a game and the AI is so dumb I can simply park myself in a single spot and let the morons come marching down the road to line up and die.

      I don't know about you, but I am personally sick of it. What good is a really pretty game that you beat in a couple of hours and whose bad guys line up to die like they were waiting at the DMV. It is the bad guys that bring the excitement, it is the bad guys that make you feel that sense of accomplishment when you have finally managed to break through a really tough area and kick some ass. But all of that excitement and fun is being thrown away by developers trying to prove their graphical and physical epeen is bigger than the rest. And their games just end up in the rubbish bin of history while we go back and play the classics over and over again. What a waste.

      --
      ACs don't waste your time replying, your posts are never seen by me.
    8. Re:Am I the only one by tcolberg · · Score: 1

      What? In Company of Heroes, you're just as able to repair your HQ as the AI is. Maybe you're playing one of the special gamemodes in ToV that might restrict your abilities (I wouldn't know, I just have the two previous iterations)? Or maybe you're trying to repair with the wrong unit?

    9. Re:Am I the only one by Anonymous Coward · · Score: 0

      Agree with you 100% on every point. Mod parent Genious!

    10. Re:Am I the only one by ion.simon.c · · Score: 1

      hell even GTA:SA...

      I'mma stop you right there, cause I've played the SA *AND* VC ports.

      which was inexcusable as GTA3 and GTA:VC had great controls!

      Um. By "great controls" do you mean "aimed shots shoot 10 deg up and to the left of the on-screen reticle"? Other than this point, I can't remember a difference between SA's and VC's controls. Would you kindly refresh my memory?

    11. Re:Am I the only one by freedom_india · · Score: 1

      I used Engineers to repair the HQ.
      Nope.
      Its as if nothing is happening.
      And no, am not playing any mods.
      And FYI i have been playing since 2006 from the first CoH.
      So i guess i know something about what repairs or not.

      --
      "Doing what i can, with what i have." ~ Burt Gummer
    12. Re:Am I the only one by hairyfeet · · Score: 1

      Two words-the car. you know, the place where you spend like 90% of the time in the GTA games? Driving the car was a real pleasure in GTA 3 and GTA:VC, whereas in GTA:SA it was just fucking awful. Oversteer, understeer, lag, not react at all, it just fucking sucked. I gave away my copy to my oldest and he tried to play it for half a day and chunked in the closet. His words "I couldn't get the stupid car to behave." He went and picked up GTA:SA for the PS2 and handed me the controls-"Oh! That's why it sucks ass on PC! they built it for the PS2!"

      The simple fact is in the PC GTA 3 and VC the car is a fun way to spend a day. it takes very little time to get the hang of, and more importantly the longer you drive the better your control gets. In GTA:SA it is the opposite-However bad you are steering when you start is the best you are gonna get. It is obvious like Cold Fear and Turning Point they built the game for the console and ported it without even bothering to really play test to see if the controls worked.

      I am so fricking tired of ending up with a coaster because a game is "multi-platform" when it is really a PS/X360 game that they ported in search of more cash. How many times have you seen this in a review "graphics look good, control and AI sucks". hell I just wrote a review for a good 90% of the games that came out in the last two years. If they are gonna go "multi-platform" then they need to eat their own dogfood and bring in PC gamers to play test, instead of just plugging a PS/X360 controller into the PC. Is that really so much to ask?

      --
      ACs don't waste your time replying, your posts are never seen by me.
    13. Re:Am I the only one by ion.simon.c · · Score: 1

      The simple fact is in the PC GTA 3 and VC the car is a fun way to spend a day. it takes very little time to get the hang of, and more importantly the longer you drive the better your control gets. In GTA:SA it is the opposite-However bad you are steering when you start is the best you are gonna get.

      Are you *sure* that you're not mixing up SA and VC/3? SA has the whole "experience points" system where the more you drive the car, the better your in-game character gets at driving, and the better the car handles. By about the half-way point of the game, I could drive the car at least as well as I could in VC. (I assume that you never played in the Dirt Track? That was a *really* slippery course that required you to have almost maxed out driving skills to keep from sliding off the track and exploding your car.)
      I can see how this would make the game initially frustrating as fuck for someone who was just looking to play in a driving sandbox, but it was actually a neat mechanic, IMO.

      I agree with your "Shitty Console Ports Are Shitty" sentiment (Deus Ex 2, anyone?). Your description of the GTA:SA port doesn't jive with my own experience. I found SA to be a much more enjoyable game than VC (Even if it was hella hard to get a tank to drive around in).

  21. Re:The player is the biggest problem with destruct by 0xygen · · Score: 1

    I believe this actually is where gaming is going though, to a very real physics model which takes away the feeling of artificial limits.

    Where necessary, limits can be placed on the gaming through outside factors, e.g. in a military game, unacceptable civilian deaths leading to failure, or in a GTA type game, the feds arriving.
    I think to make the experience feel unlimited, these limits need to be applied through such in-game factors, rather than certain skyscrapers being magically indestructible.

    It should be easy in most cases to work the story to provide the necessary incentives, say putting one of your side's key characters in the skyscraper with the bad guys, preventing all-out destruction.

    There does come a point to enjoyable gaming where we, the players, have to choose to embrace the story, rather than vandalizing the sandbox we are playing in.

  22. Gameplay != What big game studios want by kripkenstein · · Score: 1

    It's gameplay that makes you come back, not reality.

    100% true. But major game titles are big business, and what they want is for you to play a new expensive game for a short while, then buy another. Your going back and playing games you already paid for gives them nothing, or worse than nothing.

  23. Morrowind by Anonymous Coward · · Score: 0

    Morrowind's response to killing a plot-critical NPC was to tell you that you screwed up big. Then it let you keep playing, knowing that you couldn't complete the plot normally. Why can't a similar system be used for this?

    1. Re:Morrowind by Razalhague · · Score: 1

      Because continuing only makes sense if the game has a sandbox world. Most don't.

  24. Re: Banking by Joce640k · · Score: 4, Funny

    Space ships bank when turning because it stop your Earl Grey from spilling all over the console.

    You'd think people complaining in a physics thread would know some.

    --
    No sig today...
  25. False by Anonymous Coward · · Score: 0

    God damnit, i hate people like you. Games werent better back then. It's a common mindset.Ever heard an old lady talking about how everything used to be bette? Ever heard your parents talking about how their generation were better? It's the same mindset. You tend to believe the games were superior simply because they are imprinted in your brain as good memories. Surely if you would have played Halo 3 as a kid you would in 10 years say that halo 3 was better than any "Modern" shooter. It's simple logic and it's also the truth. So get the fuck out.

  26. Re:The player is the biggest problem with destruct by Lehk228 · · Score: 1

    i find vandalizing the sandbox to be the most enjoyable way of playing a game..

    --
    Snowden and Manning are heroes.
  27. Sounds familiar... by jdagius · · Score: 1
    >> "... and the Player can come up with solutions to problems that the Designer might not have thought of. "

    Maybe the world is just a big game and we're the Players. What would happen if we did not play the game the way the Designer wanted it to played?

    Gen 6:5 And GOD saw that the wickedness of man was great in the earth,
    and that every imagination of the thoughts of his heart was only evil continually.
    Gen 6:6 And it repented the LORD that he had made man on the earth,
    and it grieved him at his heart.
    Gen 6:7 And the LORD said, I will destroy man whom I have created from the face of the earth;
    both man, and beast, and the creeping thing, and the fowls of the air;
    for it repenteth me that I have made them.

    :-)

  28. Uh... huh huh huh by Dogtanian · · Score: 1
    I hear a lot of talk that videogaming has moved beyond the adolescent male mentality...

    "Many of those tools are being put to work these days to find more realistic ways of breaking things"

    I rest my case.

    --
    "Slashdot - News and Chat Sites Deviant". (Click "homepage" link above for details).
  29. Social/Strategic "Physics" by Anonymous Coward · · Score: 0

    I am a sucker for emergent gameplay. It is enjoyable making my own doors and watching a structure crumble piece over piece in the new Red Faction. I very much appreciate the connection they are trying to make between physics and emergent gameplay. But, I am curious how far these physics could really take the player into emergent gameplay.

    It seems like AI, obviously on an individual level, but perhaps even more so on a massive social and strategic level would seem to be much more fruitful for emergent gameplay. I realize AI is not easy, but I can't help but think it couldn't be too hard to have a society or a strategy crumble the same way a Red Faction structure does.

    1. Re:Social/Strategic "Physics" by Artifakt · · Score: 1

      Hannibal seriously modified terrain to get those elephants across the Alps, so it's not surprising that modifying the structural map occurs to most players at some point. Designers are under pressure to offer more decision points (forks) on maps, and when they are leading the player by the nose, to at least fold routes (literally or metaphorically) so the shortest distance from start to exit isn't an obvious straight line. That's practically the definition of an environment where the ability to add your own shortcuts is going to look highly desirable.
            Anyone remember Quake 1? Players hit upon Rocket Jumping as a way to shortcut some barriers, and the designers were initially surprised that anyone was willing to accept some damage to their own character just to gain the ability to bypass some of the normal route or even to explore normally inaccessible areas. Maybe the whole industry should have taken this as a sign that there was a relative lot of player desire to increase the number of routes across the map (again, literally OR metaphorically).
            Your image of a society or strategy crumbling based on emergent gameplay sounds like one of the old turn based, space war between whole civilizations games, where the players invented what they called GMing. Not in the sense of having a game master, but in the sense of General Motors. It turned out, a really unexpected way to win the game was to put all your productivity into building more productivity for 30 turns or so, making factories just to make more more factories to make still more factories, and do the bare minimum for everything else.
              At some point, the enemy players felt they had a pretty good map of where their enemies core worlds were, and had mapped and encountered enough of everyone's planets to confidently go to what they thought was full grade war, and began seriously kicking ass. Primarily at you, it felt, since they thought you were a weak society and easy pickings. Sometimes four or five other players came to the same conclusion about you at about the same turn and all dog-piled you. You then converted all that production into mammoth star destroying superhyperdreadnaughts with ubercool spiky bits and three turns later you effectively won the whole game with a fleet fifty times more powerful than anyone else's.
            Eventually, people learned to strike before they were certain of the enemy's contours to head off GM'ing, and developed other tricks that made this emergent gameplay not so overwhelmingly, well, emergent. Wish I could remember what that game was called.

      --
      Who is John Cabal?
  30. Who Gives a Damn? by xjimhb · · Score: 3, Insightful

    Why is the physics of the game world important? The thing that really counts is the plot and the game-play. Requiring super-duper CPU power (or GPU power) for the physics and the graphics is another big waste. Looking at all these new ... and expensive ... games makes me want to dig out my old Sega Genesis and play some of the old games like the Phantasy Star titles. Kindergarten graphics, no real attention to physics, but those games were FUN!

    I'd love to see a Linux port of those games!

    1. Re:Who Gives a Damn? by mqduck · · Score: 1

      I'd love to see a Linux port of those games!

      What's wrong with using an emulator?

      --
      Property is theft.
    2. Re:Who Gives a Damn? by Anonymous Coward · · Score: 0

      I used to never really worry about it until I played Oblivion. The first time I shot an arrow into a hanging bucket over a well, and saw it dance a bit and then finish with a tilt because of the weight of the arrow on one side, I was in awe. That was just so cool.

      So, if used correctly, I'm all for it. I also understand the simple games and the fun of side scrollers for example. It just depends on what you are shooting for (pun intended).

    3. Re:Who Gives a Damn? by xjimhb · · Score: 1

      An emulator would be fine, except I don't know how to get the game into my PC. Those games came on "cartridges" and there is no matching socket to plug it into. Somebody would at least have to figure a way to extract the code into a readable file.

    4. Re:Who Gives a Damn? by grim4593 · · Score: 1

      There are devices that do that. That is how people got the ROMs that you find all over the internet. Its better off finding ROMs someone else ripped and verified even if it is illegal.

    5. Re:Who Gives a Damn? by grumbel · · Score: 2, Insightful

      The thing that really counts is the plot and the game-play.

      Yeah, but physics changes and enhances gameplay, as it allows the environment to react dynamically, instead of just in the few ways the designer intended. When done right, physics give you a more believable and interactive world. Of course when done wrong you end up with a stupid gimmick that is fun for five minutes and then gets boring.

    6. Re:Who Gives a Damn? by mdwh2 · · Score: 1

      Sega Genesis? Sega Genesis? You're not telling me you need the full power of a Motorola 68000 just to get a fun game! All that matters is the plot and the game-play. All this talk of Sega Genesises makes me want to dig out my old ZX Spectrum and play some of those old text adventures.

      Actually, screw that. Why not make do with one of those Choose Your Own Adventure books? Plenty of plot and game-play there - don't tell me you rely on fancy computer graphics? (Although having said that, it displeases me that so many books have illustrations these days. What a waste of ink that is!)

    7. Re:Who Gives a Damn? by thesandtiger · · Score: 1

      Because with really good physics you can expand the gameplay options a LOT.

      I was playing one game where I needed to kill someone who was protected inside a really well-guarded building. Every time I tried to get in through the only entrance to the building I wound up being killed before I could even take down half of the guards (I suck at those kind of scenarios). There was no way to get to the roof of the building - I tried going to all the buildings around it, but the jump distance was *just* too short. Then it occurred to me - there were flammable barrels a couple of miles away (in game terms) and I could run into them to knock them over and then kind of keep bumping them to keep them moving. I I ran off, pushed 5 or 6 barrels over to a spot right around the corner from the entrance, shot at one of the guards and ran around the corner. Half of the guards ran after me, and once they all came around the corner, I shot the barrels - huge explosion, half the guards were dead in one shot, and then I was able to handle the remaining guards.

      Without decent physics, I wouldn't have had that option unless the developers specifically put it into the game. Good physics allows for emergent gameplay, which can be really good.

      --
      Since I can't tell them apart, I treat all ACs as the same person.
    8. Re:Who Gives a Damn? by xjimhb · · Score: 1

      Sega Genesis? Sega Genesis? You're not telling me you need the full power of a Motorola 68000 just to get a fun game! All that matters is the plot and the game-play. All this talk of Sega Genesises makes me want to dig out my old ZX Spectrum and play some of those old text adventures.

      Actually, screw that. Why not make do with one of those Choose Your Own Adventure books? Plenty of plot and game-play there - don't tell me you rely on fancy computer graphics? (Although having said that, it displeases me that so many books have illustrations these days. What a waste of ink that is!)

      Yeah, you have a good point there. Can anybody think about adding physics to Colossal Cave or Zork? **THAT** boggles the imagination!

    9. Re:Who Gives a Damn? by hplus · · Score: 1

      Just this week on Hackaday they posted a cheap DIY device that can load SNES carts onto your computer via USB. The creator said that he is looking at making Genesis version next.

    10. Re:Who Gives a Damn? by mqduck · · Score: 1

      Do you have moral qualms with obtaining those extracted files online, pirate-style, even though you own the original cartridges?

      --
      Property is theft.
    11. Re:Who Gives a Damn? by xjimhb · · Score: 1

      Do you have moral qualms with obtaining those extracted files online, pirate-style, even though you own the original cartridges?

      Of course not! If I bought a legal copy of the game, I believe I am entitled to time/space/format shift it ... and I consider obtaining a copy on-line to be ethically and morally equivalent to ripping it myself. I know that certain media interests may not agree with me, but they can go f*ck themselves!

      Downloading things I don't own is different ... I will only get stuff that is easily publicly available (like a YouTube video).

    12. Re:Who Gives a Damn? by mqduck · · Score: 1

      So what's stopping you from downloading ROMs of the cartridges you own on BitTorrent or whatever?

      --
      Property is theft.
  31. Wish I knew that before I took physics by NotSoHeavyD3 · · Score: 1

    Seriously though, when I was first going to college I took placement tests for physics and calculus. They said my physics was excellent, my calc sucked. (But honestly the physics test was pretty much "Do ya get newton's first law?", anybody who saw Mr. Wizard would have done well.) Anyway the physicist who looked over my results pretty much said, "Yeah, you should take the hardest physics 101 we have, the calc shouldn't be much of an issue." Turns out silly me, that "physics" course was more of an applied calc course, guess how I did? :) (What's even more disturbing is that I actually got only one question on any test completely right. Turns out the question pretty much difficult for any of us to solve it if we tried calc yet wasn't bad if you used simple geometry.) Oh the other hand I retook Physics years later after my calc was good. (Man does it make way more sense.)

    --
    Did you know 80 to 90% of the moderators on slashdot wouldn't recognize a troll even if one dragged them under a bridge.
  32. Re:The player is the biggest problem with destruct by Anonymous Coward · · Score: 0

    Stop players from destroying your plot points Metroid style. You want to smash through this locked door? Too bad, you don't have the bazooka yet. You want to knock down this skyscraper? Come back in two levels when you have the BFG. We won't need it then. Make destroying big and important structures something rare and special and hard to do.

  33. The problem with these new physics by 4D6963 · · Score: 1

    I think the problem with modern gaming is that basically designers just go "OK, now destructible environments are getting pretty good, let's just slap that into our game cause that's the way to go".

    What I think they should rather do if they took a more artistic approach to game design would be "It would be cool if we could make a game that would consist in blah blah blah" then see if it can currently be done and then do it.

    Game designers do what they can, not what they want.

    --
    You just got troll'd!
  34. Re:The player is the biggest problem with destruct by grumbel · · Score: 1

    So you've either got arbitrary restrictions or arbitrary game ending scenarios because I just happened to collapse a skyscraper or fourty that the plot needs.

    Well, do it like in the real world. If the bad guys headquarter gets blown up before some story mission, relocate him to a different building. Its not like reality stops working just because some building gets blown up, people work around it, construction workers repair it, police mean jail the person who did it and so on, a video game can do much of the same, especially when it is an open world game to begin with. Its also a simple matter of economy, blowing up big stuff requires lots of explosives, simply don't give the player a way to obtain them or just rebuild stuff on the right side of the map, while the player is blowing stuff up on the left. A single player can't level a whole world.

  35. Dude... by deesine · · Score: 1

    here I thought I was the only one that thought of Bible verses when getting high!

    Mathius 7:77 And Jesus said be happy!

    --
    damaged by dogma
  36. Re:The player is the biggest problem with destruct by SpectreBlofeld · · Score: 2, Insightful

    No matter how realistic they make the game, when you come to a locked door, you won't be able to get through it, despite the fact that you're carrying a crowbar/shotgun/friggin' rocket launcher, etc.

    Fences that are taller than waist-high will post a problem, too.

  37. Do yourself a favor by MemoryDragon · · Score: 1

    Download the Trine game demo from Steam and then lets talk again..

  38. Re:The player is the biggest problem with destruct by 0xygen · · Score: 1

    Admittedly, I often do too, but as a tangential activity to actually completing the game as originally intended.

    I always spend some time exploring the limits of the box when getting a new game! With Prototype and inFamous kicking around at the moment, it's happy times.

  39. Re: Banking by 0xygen · · Score: 1

    Yet the applied rotation accompanied by the lack of initial lack of gravity until the turn itself begins does not spill your tea?

    Nice idea though! Mmm, Earl Grey...

  40. Character animation vs. physics by Animats · · Score: 4, Interesting

    A dozen years ago I developed and demoed the first ragdoll physics system that worked. Among other things, I'm responsible for the "ragdoll falling downstairs" cliche; that started with a demo I did in 1997. I looked at ragdolls as a first step. I was expecting game development to go in the direction of physically-based characters driven by active control of character muscles. That hasn't happened.

    The problem is partly technical and partly dramatic. The dramatic part I encountered in dealing with Hollywood types. What directors want is to specify the start and end conditions; the job of the system is to realistically get the character to the desired ending mark. In real-world stunt work, there are wires, guides, and rails that make things go the way the director wants, even when that's not physically realistic. When that's not enough, cuts are used to conceal the lack of realism.

    Physics systems are inherently unidirectional - you keep working forward from the current state. This is fundamentally incompatible with directorial control. As a result, the trend in character animation has been to get enough motion capture data to cover the things you want the character to do, and use a motion splicing engine to patch the pieces together. (This, incidentally, was first used in Godzilla, the movie, for the baby 'zillas). That's become more or less the standard approach for games.

    Using a character control AI to drive the character's muscles realistically has been attempted, but with modest success. Motion Factory tried this in the 1990s; their system was only kinematic, and not too successful. Havok is trying it now. For this to work, you need computerized muscle control good enough to drive a real-world robot, like Big Dog. And then it has to look good from an aesthetic perspective. It's really a hard robotics problem, which is why I was interested in it in the first place.

    From a gameplay perspective, if you take the physics seriously, you lose the "superhero" capabilities of game characters. Jump off a balcony, and don't expect to land on your feet. Jumping up to a balcony? Forget it. Hand-to-hand combat works about as well as it does at the dojo. ("Your left foot was too far forward for that throw. Again!" "Yes, sensi.") Trying to control a physically realistic character via a joystick is nearly hopeless. You can't even drive a real car very well through a remote joystick, let alone a game pad. (I've actually done that; using a remote steering wheel is a huge improvement over a joystick.) In driving games for consoles, the physics is tweaked to make the car incredibly stable. (Lowering the center of gravity to below ground is a common trick.)

    So what do we have? Ragdolls. "Infinitely destructible environments." Some skin deformation. Cloth. Plus rain, snow, water, and explosions that don't feed into the game play at all. (That's mostly what the "physics cards" do.)

    1. Re:Character animation vs. physics by Anonymous Coward · · Score: 0

      Please mirror the demo videos on youtube/vimeo/google/something.

      I'm not going to download and install a player and a handful of random codecs *and* the videos themselves (which I'm only ever going to watch once) when there's already a whole raft of web services perfectly suited to short watch-once videos.

    2. Re:Character animation vs. physics by ^_^x · · Score: 2, Informative

      Have you heard of Euphoria? So far, it's the most realistic system I've seen for "ragdoll" - it's actually more ragdoll + AI.

      http://www.youtube.com/watch?v=Qi5adyccoKI

      It works to great effect in GTA4. What do you think of it?

  41. I'm looking forward to fully destructable environs by jollyreaper · · Score: 1

    Way back when I was playing Syndicate for the first time and marveling at how awesome it was, I was still struck by how much cooler it would be if I could level buildings. Even these days, games like GTA would be even cooler if buildings could be as thoroughly trashed as the cars are. Real world physics has come a long way in games these days but there's so much more that could be done.

    --
    Kwisatz Haderach
    Sell the spice to CHOAM
    This Mahdi took Shaddam's Throne
  42. It's not the physics... by Dr.Boje · · Score: 1

    ...it's the gameplay, stupid!

    Technology is nice and all, but if it ain't fun to play then who gives a damn? Granted, if a game utilizes new technologies in order to create a unique gameplay experience, then all is well. The problem is, most of them don't. It seems like the article is mainly looking at FPS games where you can blow up the environment. SNORE.

    Unless the technology complements the gameplay experience, then all you have in your hands is boring tech demo with some re-hashed gameplay on the side. I couldn't care less if the debris from whatever I just blew up bounces and reacts in a true-to-life fashion. Now, if whatever it was I blew up allowed me to reach some hidden area of the level, crushed a group of enemies, or helped me solve a tricky puzzle, I would probably find it more interesting.

    I still think one of the best use of physics in a game was the ability to kick zombie heads around in Blood (link: http://en.wikipedia.org/wiki/Blood_(computer_game)). Okay, so maybe it didn't add to the gameplay like I was just bitching about, but it was really fun! I think there was even a level that had a soccer field and you could get access to a Life Seed if you kicked a zombie head into one of the goals. Damn, that game was awesome.

  43. Re:The player is the biggest problem with destruct by Anonymous Coward · · Score: 0

    We need a plot-object garbage collector!

  44. Re: Banking by binarylarry · · Score: 1

    Earl. Grey. HOT!

    --
    Mod me down, my New Earth Global Warmingist friends!
  45. Bah - For Real Ultimate Power by Anonymous Coward · · Score: 0

    For Real Ultimate Power! Fight with best strength!

    http://rockhardest.mybrute.com

  46. Re:The player is the biggest problem with destruct by Dutch+Gun · · Score: 1

    Well, do it like in the real world. If the bad guys headquarter gets blown up before some story mission, relocate him to a different building. Its not like reality stops working just because some building gets blown up, people work around it, construction workers repair it, police mean jail the person who did it and so on, a video game can do much of the same, especially when it is an open world game to begin with. Its also a simple matter of economy, blowing up big stuff requires lots of explosives, simply don't give the player a way to obtain them or just rebuild stuff on the right side of the map, while the player is blowing stuff up on the left. A single player can't level a whole world.

    A lot of stuff like that is pretty simple to describe in a few sentences, but pretty hard to do in actual practice. At the moment, highly destructible environments will remain in the domain of a few specialized titles, because the entire game has to be *completely* designed and built around this concept - not to mention the technology.

    Current game dev pipelines are set up around the concept of creating and importing geometric meshes, and applying textures and shaders to those to simulate a real-world material. These art pipelines are long, deep, and pretty complex. Given the fact that not every type of game will really benefit from the massive restructuring of both the game engine, tools, and the additional art and game development time, this is going to remain a bit niche for a few years.

    As we approach the photo-realistic threshold (we're pretty close already), we game developers will start focusing on dynamic, rule-based interaction rather that the visuals, I believe. Instead of simply modeling/animating/texturing a tree, we'll teach the the computer to understand the materials, composition, and natural reaction that defines a tree, all in addition to the look. It will grow (or the designers can set an age), change with the seasons, and players will be able to take an axe and chop it down and turn it into lumber, or turn it into firewood, or furniture. Game engines will define a generic set of physics and material-based set of rules, and any sort of objects can just plug right into the system. Large libraries will be developed (including, ultimately, creatures and humans), and games will be developed using these advanced building blocks.

    Oddly enough, this jump in technology will, may actually start allowing games development budgets to begin leveling off. At the moment, it's really not feasible to re-use art assets from game to game, except in the case of some limited episodic releases, or similar titles on the same generation of consoles. The technology is still advancing too fast, and each generation of games looks much better than before. But at a certain point, we'll be freed up to re-use more of our past game world 'components' instead of recreating them for each new game, because we'll reach a threshold where it simply doesn't make sense to throw away perfectly good art assets.

    Interestingly, we've already seen this sort of transition with code, at least to some degree. It use to be that game engines were re-written from scratch practically for each new game. Nowadays, companies are developing and maintaining their code base for much longer periods of time, only re-factoring or rewriting specific components as required. Or, they are licensing an engine, which has undoubtedly gone through a similar iterative development cycle. As such, we can do more in a shorter period of time, because we don't have to start from scratch each time.

    --
    Irony: Agile development has too much intertia to be abandoned now.
  47. Re:The player is the biggest problem with destruct by Shadow+of+Eternity · · Score: 1

    I suppose it depends on the game. If you went true realism in terms of destructive power players destroying buildings would very rarely be an issue even if they had grenades and RPGs. Without actual shaped charges and large quantities of high explosives it'd be difficult for someone to take out the average "Near-Future" reinforced structure of a game building.

    But then you'd have people screaming over how unrealistic it is that one frag grenade doesn't blow a 5 foot pit in the ground.

    --
    A bullet may have your name on it but splash damage is addressed "To whom it may concern."
  48. Re:The player is the biggest problem with destruct by Anonymous Coward · · Score: 0

    Where necessary, limits can be placed on the gaming through outside factors, e.g. in a military game, unacceptable civilian deaths leading to failure, or in a GTA type game, the feds arriving.

    Dude, have you ever played GTA? The feds can arrive, and I'll tell you what it means: free tanks! Woohoo!

  49. Corny Acting by BrightSpark · · Score: 0

    There is plenty software makers can do to make games more playable and enjoyable - start looking at the scripts, story play and character acting. The console gaming segment has made for fairly linear stories to get to check-points. Look, I'm not saying that the 80s games were terrific either with the "get object A and take to room B" gameplay, but there was only so much to stuff into 64Kb of memory. Some RPG open stories and environments, like Oblivion and Sacred show how characeters that want to explore and advance their character the way they want can do it. Far Cry 2 is a rare modern shooter that has the same concept. I'm sure it is cheaper to explore this avenue and probably more succesful than to invest in working out how to get quad cores cranking. I'm still using DX9 and happy with it. Now lets go get that Kilrathi scum, Paladin!

  50. Re:The player is the biggest problem with destruct by 0xygen · · Score: 1

    I think you're a lot closer to how the future will go with regards to sandbox gaming.

    There should be a lot of cosmetic and insignificant damage, for example the trees in Crysis, but there needs to be a level between destroying the lean-to huts with a single grenade and not being able to even dent the bigger caravan-type military huts.

    Hopefully as system ram sizes begin to skyrocket, these issues will disappear. I remember a time where racing games left only a 10 foot tyre track from your car, and now they're permanent for all cars.

  51. Re:I'm looking forward to fully destructable envir by _32nHz · · Score: 1

    Red Faction: Guerrilla