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http://www.liveforspeed.netBrent_Justice said:I'd love to see real-time dynamic deformable vehicles like this in driving sims.
Skirrow said:The only real games i can see this being implemented easily is in racing sims. The car models in modern racing sims are seriously high res and would deform really well.
Skirrow said:The barrels have high resolution meshes. Nothing massively new going on here. All that you are seeing are vertices moving according to physics calculations. Looks nice but not really practical as yet since object meshes have to be high resolution. Its a similar reason as to why we dont see displacement mapping in todays games even though the feature has been available for years. Higher resoultion meshes mean more strain on a gfx card regardless of wether a PPU is installed or not.
Now deformable objects would be seriously cool. But the extra strain on the gfx card is the main reason we dont see it in games. A single barrel normally would consist of about 50 polygons. For deformation you can multiply that by 10. Unless an engine can adjust polygon counts on the fly (tesselation along the poly's affected), or gfx cards recieve a MAJOR boost to processing power, we wont be seeing this implemented in any big way anytime soon.
The only real games i can see this being implemented easily is in racing sims. The car models in modern racing sims are seriously high res and would deform really well. Also guard rails in the scenery would not need many more poly's because unless you actually park and inspect them you wont notice the incosistencies, therefore keeping fps nice and high.
It'll be a good 2 or 3 years before we see this feature incorporated in games.
Nate_MachV said:I can't wait to see the future of physics in games. Imagine playing Call of Duty and trudging through mud, having puddles realistically gather on the ground in low spots... or create a stream cutting its way to low ground through the dirt. Imagine being stuck down in a trench while tanks crush the ground over head... or simply leaving massive tracks dug in the earth.
Imagine getting shot through a shirt and actually not taking a hit due to killer hit detection based on physics. Breaking bones and having your body (or any other) dynamically change due to the pain and have to drag your leg while you make your way to a health station or medic.
Or in a game like Oblivion, imagine bashing your opponents armor with a mace or axe and having the deformation calculated on the armor... where after wards the armor needs to be fixed at a black smith due to damage. Swords that crack and break due to hitting solid objects.
I'm pretty hesitant to buy into PPU's until these things can be put into games... bring the level of immersion to epic proportions and I will buy a card, because we all want to be deeper immersed, no?
Nate_MachV said:I can't wait to see the future of physics in games. Imagine playing Call of Duty and trudging through mud, having puddles realistically gather on the ground in low spots... or create a stream cutting its way to low ground through the dirt.
Skirrow said:Unless an engine can adjust polygon counts on the fly (tesselation along the poly's affected)..
jimmyb said:Yeah, in the case of puddles, this is much more efficiently implemented by analyzing the level topology for small bowls (which can hold water), factoring in the terrain permeability, and then putting a horizontal plane across the region with a water texture/shader.
I disagree - this is one of the reasons why actual physics processing would make maps better / more interesting - just because we can simulate efficiently with a global water level and CPU processing doesn't mean we should - when physics processing can take over and actually add to the gameplay experience. The limitations you describe take away from the realism and ability to create interesting levels. I remember being frustrated when I was making maps for Desert Combat (BF1942) that water occurred only at one level - no lakes higher up in the mountains, or waterfalls, etc.
Getting a PPU into the gamestate gives us more flexibility than we have now, and makes realistic simuations of the flow of water or steam or smoke more likely to show up in games sooner.
The cool thing about this video (if I understand what's happening) is that the GPU only has to quantify the light & colors while the PPU determines what's bending / bouncing and the CPU monitors gamestate. Not something you generally see in an actual game.
The idea is to get away from "painting" the walls with bullet tags and actually being able to shoot simulated bullets and watch wooden walls splinter and burn, stone walls spall and crumble, and tanks actually be able to run over trees / fences / buildings - stuff which cannot happen now unless the programmers previously designed an animation for a particular sequence.
The method I described allows for puddles to occur at varying altitudes, in conditions where you expect puddling to occur. It could also very easily be modified so that the puddles occur at different rates, their depth varies with time, etc.DarkSideA8 said:I disagree - this is one of the reasons why actual physics processing would make maps better / more interesting - just because we can simulate efficiently with a global water level and CPU processing doesn't mean we should - when physics processing can take over and actually add to the gameplay experience. The limitations you describe take away from the realism and ability to create interesting levels. I remember being frustrated when I was making maps for Desert Combat (BF1942) that water occurred only at one level - no lakes higher up in the mountains, or waterfalls, etc.
You have never played red faction have you? Okay i see wheere you are coming from but it is possible without high rez mesh. Now don't get me wrong it's not the same thing as destroying metal bars with bening plyers in a game...But it's close. http://en.wikipedia.org/wiki/Red_FactionSkirrow said:The barrels have high resolution meshes. Nothing massively new going on here. All that you are seeing are vertices moving according to physics calculations. Looks nice but not really practical as yet since object meshes have to be high resolution. Its a similar reason as to why we dont see displacement mapping in todays games even though the feature has been available for years. Higher resoultion meshes mean more strain on a gfx card regardless of wether a PPU is installed or not.
Now deformable objects would be seriously cool. But the extra strain on the gfx card is the main reason we dont see it in games. A single barrel normally would consist of about 50 polygons. For deformation you can multiply that by 10. Unless an engine can adjust polygon counts on the fly (tesselation along the poly's affected), or gfx cards recieve a MAJOR boost to processing power, we wont be seeing this implemented in any big way anytime soon.
The only real games i can see this being implemented easily is in racing sims. The car models in modern racing sims are seriously high res and would deform really well. Also guard rails in the scenery would not need many more poly's because unless you actually park and inspect them you wont notice the incosistencies, therefore keeping fps nice and high.
It'll be a good 2 or 3 years before we see this feature incorporated in games.
GeoMod
One of the main "selling points" of Red Faction was the game engine's GeoMod technology, which allowed players to significantly alter and otherwise affect the surrounding terrain and buildings, either with explosives or otherwise. Past games had allowed limited alteration of the environment through scripted means, or special triggered areas which would add or remove certain predefined level elements. Red Faction was the first game to allow players relatively limitless level-altering possibilities. In fact, many of the areas in the first few levels, such as a hidden underground lake, serve little purpose other than showcasing the capabilities of the GeoMod technology.
GeoMod allows the player to alter (and destroy) the environment so significantly because of the way it designates altered (or "GeoModded") areas. Whereas other game engines would have to modify the shape of the altered object to create a similar effect, GeoMod creates special objects which represent empty space. When, for example, an explosion blows a hole in a rock wall, the GeoMod technology creates an "empty space" object which is the approximate size and shape of the explosion. The training level uses a much larger "empty space" object than the rocket launcher is able to produce in other circumstances, simply because tunnelling is required to complete part of the level.
The use of these "empty space" objects is not limited to in-game environment alteration. Some of the objects in the game, such as the wastebaskets found in certain office areas, are stored as one solid shape with another "empty space" shape defined within it.
Geomod has become popular in multiplayer as players tend to build "tunnels" with explosive weapons. This is done by repeatedly shooting a wall with the rocket launcher or using the remote detonators (or occasionally the fusion rocket launcher and grenades). Some players build tunnels for an advantage because they could hide in them and use a sniper to pick off enemies. In CTF games, players build tunnels as a shortcut into an enemy base to gain an advantage in capturing their flags.
One of the main criticisms of the game was inconsistency in the use of GeoMod, mostly owing to the design limitations of linear first-person shooter. Where the game needed to halt the player's progress, locked doors and appropriate nearby walls were invulnerable to attack; players were not allowed to circumvent the obstruction using their own initiative, except in a few cases presumed to be glitches. Other, less justifiable inconsistencies in the use of GeoMod could be found in the game; some players noted how it was possible to blow holes in the rocky caverns of the mines, yet at the same time the partitions in office cubicles were completely indestructible. Despite these and other GeoMod issues in the singleplayer game, critics were essentially unanimous in their praise of the system in multiplayer matches.
In the extras menu there was also a small level called "Glass House" which allowed you to create endless tunnels and caverns and really experiment with the Geo-Mod technology more than you could in any other part of the game.
The premiere feature of the game was its "GeoMod" technology which allowed the player to destroy the geography in the game. For example, instead of opening a door, a player could blast through the rock surrounding the door.
Lord of Shadows said:I remember this one off road racing game called 1nsane that had deformable vehicles. Not sure how realistic it was though. ;o)
psychoace said:Red Faction destructable geometry was all preplanned and only made in layers it wasn't as random as people might think. Also the dents on the barrells shown are really accurate I think it would be pointless to use lower res models because then you just get weird shapes out of the cylinders and that isn't to realistic now is it?
psychoace said:Red Faction destructable geometry was all preplanned...
...Did either of you actually read that Wikipedia extract?Zero82z said:The destructible geometry system used in Red Faction makes it necessary to determine the deformations beforehand and design them specifically....
By deformations, I was talking about those empty space objects, which serve the purpose of deformations. The point I was trying to make is that the shape and dimensions of the actual empty space objects must be determined beforehand, and it would be impossible to create an object for every possible scenario. Therefore, that implementation is inherently flawed in terms of being able to achieve absolute realism.LuminaryJanitor said:...Did either of you actually read that Wikipedia extract?
Red Faction does not use the traditional method of subdividing sections of the environment into destructible pieces. It just places an "empty space" object at the site of the explosion. Nothing's actually been destroyed - it may look like a hole and act like a hole, but the wall's still there underneath it. The only thing that's determined beforehand is which areas are destructible and which aren't.
wera said:You have never played red faction have you? Okay i see wheere you are coming from but it is possible without high rez mesh. Now don't get me wrong it's not the same thing as destroying metal bars with bening plyers in a game...But it's close. http://en.wikipedia.org/wiki/Red_Faction
Skirrow said:Imagine throwing a grenade down a corridor only to find it has damaged a door and jammed it in a doorway thanks to the realistic deformation.
Skirrow said:Imagine throwing a grenade down a corridor only to find it has damaged a door and jammed it in a doorway thanks to the realistic deformation.
Skirrow said:The barrels have high resolution meshes. Nothing massively new going on here. All that you are seeing are vertices moving according to physics calculations. Looks nice but not really practical as yet since object meshes have to be high resolution. Its a similar reason as to why we dont see displacement mapping in todays games even though the feature has been available for years. Higher resoultion meshes mean more strain on a gfx card regardless of wether a PPU is installed or not.
Now deformable objects would be seriously cool. But the extra strain on the gfx card is the main reason we dont see it in games. A single barrel normally would consist of about 50 polygons. For deformation you can multiply that by 10. Unless an engine can adjust polygon counts on the fly (tesselation along the poly's affected), or gfx cards recieve a MAJOR boost to processing power, we wont be seeing this implemented in any big way anytime soon.
The only real games i can see this being implemented easily is in racing sims. The car models in modern racing sims are seriously high res and would deform really well. Also guard rails in the scenery would not need many more poly's because unless you actually park and inspect them you wont notice the incosistencies, therefore keeping fps nice and high.
It'll be a good 2 or 3 years before we see this feature incorporated in games.
jimmyb said:The method I described allows for puddles to occur at varying altitudes, in conditions where you expect puddling to occur. It could also very easily be modified so that the puddles occur at different rates, their depth varies with time, etc.
I agree with your general point though, in that it is better to do things more generally, but we are a ways off realistic realtime fluid simulation, so this would be a fairly effective technique for the next 10 years or so.
Skirrow said:The barrels have high resolution meshes. Nothing massively new going on here. All that you are seeing are vertices moving according to physics calculations. Looks nice but not really practical as yet since object meshes have to be high resolution. Its a similar reason as to why we dont see displacement mapping in todays games even though the feature has been available for years. Higher resoultion meshes mean more strain on a gfx card regardless of wether a PPU is installed or not.
Now deformable objects would be seriously cool. But the extra strain on the gfx card is the main reason we dont see it in games. A single barrel normally would consist of about 50 polygons. For deformation you can multiply that by 10. Unless an engine can adjust polygon counts on the fly (tesselation along the poly's affected), or gfx cards recieve a MAJOR boost to processing power, we wont be seeing this implemented in any big way anytime soon.
The only real games i can see this being implemented easily is in racing sims. The car models in modern racing sims are seriously high res and would deform really well. Also guard rails in the scenery would not need many more poly's because unless you actually park and inspect them you wont notice the incosistencies, therefore keeping fps nice and high.
It'll be a good 2 or 3 years before we see this feature incorporated in games.