Half-Life 2 Physics Detail?

Yeah, and have fun making the hurricanes, as they aren't very small.
 
Alec_85 said:
Cloth simulation is quite hard I think. Heck, even the guys behind the 2 latest Star Wars movies had problems with it :E That's quite clear if you check the behind-the-scenes on the DVDs.


The difference here is Half Life 2's story doesnt rely on computer generated effects nearly as much as George Lucas.


ZING!!
 
urseus said:
The difference here is Half Life 2's story doesnt rely on computer generated effects nearly as much as George Lucas.


ZING!!
And the vortigaunt is more convincing than Jar-jar binks and much less annoying.
 
bAbYhEaDcRaB said:
5. Physically simulated projectiles.. bullet comes down after you shoot it? I know it is discussed that you can pick between actually projectiles or hitscan and you can make them actual objects.. so if you did do this would they have colision detections and such.. so like could I make a live chicken launcher.. that would make the chicken shoot sqeal really load and have feathers realisticly float down as the chicken ragdolled dead?
6. physically simulated hail or "x" for instance could I have it raining toads? or toads that actually are still alive and run around and croak! and have the objects break dissapear or physically affect other non static objects (break surfaces) or otherwise.
Well, if you're making a mod like this, I MUST PLAY IT! ;) :naughty:
 
Alec_85 said:
Cloth simulation is quite hard I think. Heck, even the guys behind the 2 latest Star Wars movies had problems with it :E That's quite clear if you check the behind-the-scenes on the DVDs.

Actually the cloth sim worked perfectly, it was Lucas who had to have it his way because he's a raving egomaniac ;) ("could you have it billow ever so slightly, you know more the romantic version" if i was the animator all you would have heard was a gunshot :sniper: :eek: :x :naughty: )
 
Creating a mass/spring cloth system really isn't that hard to do at all.

The problem comes when the cloth starts creating fast normals all over itself. IE--Where cloth folds into impossible formations. This is becoming easier to do, as seen in Splinter Cell Pandora Tomorrow. The triangles orientation actually changes on the fly, which results in very accurate cloth physics.

Not sure where some of you get off saying it's cpu intensive. It isn't at all.
 
2. localized ragdoll effects (for example, you can get a dead arm if you get shot in the shoulder) and bone level blending of key-framed animation with physics.

They are possible using Havok 2 physics (as are detachable limbs), but I think that HL2 uses a modded Havok 1 engine. I don't know if Valve is using this new technology.
 
2. localized ragdoll effects (for example, you can get a dead arm if you get shot in the shoulder) and bone level blending of key-framed animation with physics.

They are possible using Havok 2 physics (as are detachable limbs), but I think that HL2 uses a modded Havok 1 engine. I don't know if Valve is using this new technology.

I don't get this feature, why would anyone want this? Say you shoot a combine in both shoulders and his arms go limp, whats he gonna do now? Fling his ragdoll arms at you? Or just run away with his limbs flapping about? Sounds like a useless feature. Maybe I'm missing something, pls someone explain it to me.
 
Devilphish said:
I don't get this feature, why would anyone want this? Say you shoot a combine in both shoulders and his arms go limp, whats he gonna do now? Fling his ragdoll arms at you? Or just run away with his limbs flapping about? Sounds like a useless feature. Maybe I'm missing something, pls someone explain it to me.


Becouse... Well... Cool factor. ;)
 
Devilphish said:
I don't get this feature, why would anyone want this? Say you shoot a combine in both shoulders and his arms go limp, whats he gonna do now? Fling his ragdoll arms at you? Or just run away with his limbs flapping about? Sounds like a useless feature. Maybe I'm missing something, pls someone explain it to me.

LOL@Combine running at you hitting you with deadarms.

I think it has more to do with enemys sustaining injurys that dont necasarily kill them, but still fighting on to get the job done. Think a combine who gets his leg shot and goes down, but crawls to some cover and keeps firing at you.
 
I think it has more to do with enemys sustaining injurys that dont necasarily kill them, but still fighting on to get the job done. Think a combine who gets his leg shot and goes down, but crawls to some cover and keeps firing at you.

Sustaining injury is a good idea, but maybe it should have a less dramatic effect. Like the combine is slowed or limps, or his aim is less accurate, or left on his own he dies within a few minutes from his injuries. But having extremities go limp is taking it too far IMO. I really don't want to see combine hopping after me on one leg just because I nailed him in the foot. What happens if the combine sustains injury to all four limbs, does he try to bite your toes as you walk past him on the ground? At some point you have to draw the line.
 
Devilphish said:
Sustaining injury is a good idea, but maybe it should have a less dramatic effect. Like the combine is slowed or limps, or his aim is less accurate, or left on his own he dies within a few minutes from his injuries. But having extremities go limp is taking it too far IMO. I really don't want to see combine hopping after me on one leg just because I nailed him in the foot. What happens if the combine sustains injury to all four limbs, does he try to bite your toes as you walk past him on the ground? At some point you have to draw the line.

Pretty sure he'd die before 4 shots.

Shoot him in his arm - he holds the arm against his stomach, and is forced to fire with 1 arm - making him less accurate.

Shoot him in the leg - he limps on it and must walk slowly.
 
Source should have cloth phyics, because MP2 had them and used Havok as well. Plus Vampire -Bloodlines will have them and it uses source.
 
brink's said:
Source should have cloth phyics, because MP2 had them and used Havok as well. Plus Vampire -Bloodlines will have them and it uses source.

PC Gamer (US) September 2003

An article about Vampire: Bloodlines

A brand-new cloth system was likewise implemented to realistically render the movement of fabric and clothing.

:dozey:
 
W4E said:
i quite sure HL2 will have cloth sim.
I doubt it. Why would Troika say they had to specifically add cloth physics if Source already had it for HL2.
 
blahblahblah said:
PC Gamer (US) September 2003

An article about Vampire: Bloodlines



:dozey:

another reason to like Bloodlines :thumbs:
hmm.. honestly tho.. cloth psyhics and the like don't really bother me too much and im sure it doesn't bother u too much either babyheadcrab... but i guess to some extent i understand the disappointment of some things not in HL2.

no big deal tho :)
 
cloth physics are so minor, so is very advanced and once we start playing HL2 I'm sure they'll be the last thing on our minds.
 
I'm pretty sure I've seen Valve say they have cloth physics in HL2 (at least the faked kind). I'm also sure that what Troika did for Bloodlines is they added the ability for characters to take-off and put on their clothes that are physically simulated.
 
I wouldn't give a hey about cloth physics just now. What I am concerned most about is by the realistic water dynamics found in the "Meqon Demos." The most amazing thing is that this technology wasn't CPU intensive and had a real nice effect.
 
hmm, the engine can handle everything in your list...

clothes physics are perfectly possible...they might not be in the game, but neither is a chicken cannon
 
Styloid said:
I'm pretty sure I've seen Valve say they have cloth physics in HL2 (at least the faked kind). I'm also sure that what Troika did for Bloodlines is they added the ability for characters to take-off and put on their clothes that are physically simulated.

I don't think any pc is capable of rendering a cloth system as detailed as you suggest. If we are to believe that article, there is no cloth system in Source, or there wasn't one when Troika started work. I suppose Troika wanted cloaks and stuff like that so they built it in.

Valve has no real need for cloth physics in HL2. Gordon walking through curtains would look odd from first person and serve no gameplay purpose.

Still, I think you can use the mattress thing to simulate cloth, and that magazine was generating hype. Perhaps Troika only refined and extended an existing cloth system.

If it isn't in HL2: it's a design decision, not a technical limitation.
 
Chris_D said:
:|

I got mixed up. It's cloth physics that are the easy ones. The water physics is the difficult one to do.

Apartently Black and white 2 has realistic water physics. Apartently..

I agree, fully realistic water is most likely the last big step in physics.. but once its around, going to make games alot more interesting.

Cloth physics wize.. I dont see why not, Splinter Cell did it, would'nt be hard to stick the same tech on a modal to have something like a flowing cape/jacket or something.
 
Sorry that this is a bit offtopic

But what i have been waiting for is the kind of physics simulations that allow this kind things (well the Unreal 3 will have this..) heres the example:

There are two guys (lets call 'em Gordon a G-man) G-man throws a granade Gordon runs away but doesn't have time to run away from the shockwawe. So the shockwawe throws him in the air (not too high like 1m or less) and he starts sliding through the ground (in this part ragdolls are used so that he bounces and slides realisticly) and in the middle of the slide Gordon bounces in the air because of a small bumb he hit (so here in the middle of a ragdoll effect an animation starts) and when he is in the air he suddenly gets his legs to the ground and starts shooting back. So i'd like to see these kind of things, animation and ragdolls compined. It would bring lots of fun to the multiplayer.

Sorry if i explained too hard. I just had this in my mind and wanted to tell it.
 
Limp arms would be cool, but i agree that the severity of it should be reduced. Maybe the person gets shot in the shoulder, shoulder recoils, weapon drops out of the hand, person picks up weapon in other hand, aiming reduced by 30% (using a worser aiming aim + pain) , when running the person holds the hand with the gun in up to the wound.

I dunno how it would work for 2 dead arms though, maybe it would look a little silly :/
 
Murray_H said:
Limp arms would be cool, but i agree that the severity of it should be reduced. Maybe the person gets shot in the shoulder, shoulder recoils, weapon drops out of the hand, person picks up weapon in other hand, aiming reduced by 30% (using a worser aiming aim + pain) , when running the person holds the hand with the gun in up to the wound.

I dunno how it would work for 2 dead arms though, maybe it would look a little silly :/

I'd say he'd die beofre/when he got 2 dead arms. Or, he holds his gun with both arms, but they shake voilently and he has very bad aim.
 
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