ShinRa
Companion Cube
- Joined
- Jun 23, 2003
- Messages
- 5,044
- Reaction score
- 84
Physics
Q: The physical interactions look perfect, but some sequences felt a little strange. Frame-by-frame analysis of the e3 videos showed exactly what: objects were reacting to impacts prior to the actual, visual impacts. For instance: there's a splash before a box hits the water, boards break before the crowbar reaches them, soldiers start flying away from a girder before it actually contacts them.
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A: The physics behaviors you point out are an interpolation artifact during demo playback, not of the physics system. They aren't there when you play. It didn't really occur to us that people would be doing a frame-by-frame analysis of shaky cam video of demo playback. Demo playback is NOT even vaguely pixel or frame accurate to actual gameplay - if you want that you need to make a movie instead and be really careful about how you manage time in your production pipeline (and you will have to ignore pixel and motion artifacts introduced by your compressor). The current demo playback behavior is good enough for our uses.
Q: Sparks appear to show right through other objects (barrels in tech demo sequence, and when manatee thing is shooting at you through cars) They also seem to happen too easily: slow moving barrels bumping into each other don't generate sparks. Dying creatures go limp too fast, like puppets whose strings have been cut. For creatures like headcrabs, you can't even tell if they've actually died, because they just stop moving: there's no twitching, clutching, or flipping over like there was in HL to let the player know that the creature is dying.
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A: Both the remaining issues are on our list.
Q: The crowbar. is it just like.. damage straight
ahead, or does it sort of swing, like a bat, and it
depends at what angle you hit something?
A: it's physically simulated - it's a bar swinging through air
Q: In the e3 demo, it says you
can essentially build the guys out of water by
applying the right shader or whatever. well, if you
make the guy out of water.. when you shoot him, does
he still bleed? or will it splash? it would be cool to
see them sort of melt or whatever when they die, but
thats not gonna happen. could that sort of 'splashing'
thing be easily programmed in? (probably, its jus the
sprite and sound right..)"
A: "Yes, they would splash, at least that would be the easy thing to do given the material. Splashes aren't sprites actually."
Q: What restrictions are there to the physics... I noticed in the vehicle driving scene that there is a wooden bridge that the player must drive up... was/is it possible for the bridge to be destroyed? And... if so... what then? Are there alternate routes?
If you can destroy something it may be useful but it can't be critical to completing the game.
Q: The physics in the single player part (judging from the movies from E3) look absolutely fantastic, but how will physics work in multiplayer? Won't there be a problem with sending all the physics information packets to all the players? Are you perhaps scaling the physics engine down for multiplayer?
A: Well, the simple answer is that there are client-side and server-side physics behaviors. You use client-side when maintaining cross-client coherence isn't important. This cuts down network traffic while maintaining the appearance of physical simulation throughout the world.
Q: The downed aliengunship plowing through the busted cars in the desert/buggy sequence... I'd like to know if that was scripted sequence?
A: No, that's the kind of thing you get with physics.
Just a statement from Gabe: Seamless transitions in space. Where you don't ever want to go get some coffee. The world should feel as seamless and continuous as possible. And idealy we should structure the autosaves so that you're not always thinking about quicksaving and quickloading: you're going to trust us. This is something that I think Miyamoto does really well: you can trust his game design.
[BJust a statement from Gabe: Everything is reflected back in physics. It's totally integrated into our game. We have weapons that allow you manipulate objects with physics. All of your conventional weapons are reflected in phsyics. You can throw a grenade bullets exert force player exerts force. You can push things and rolls things and jump on top of things and have them react to your mass. All of those things are integrated into the gameplay and you can do things at a level that you're couldn't do before.[/B]
Just a statement from Gabe: Using combat as an example again: enemies will react to you changing the position of physics obejcts, and if you knock something over maybe they can get behind it and use it for cover, or maybe you could knock it out of the way and they're not in cover anymore. That kind of thing really makes the situaiton more dynamic and more replayable.
Q: How complex will the physics engine be exactly? Is there a limit before things start clipping and not doing what they're supposed to be? Such as some of the ideas going around about making a map with just a huge building made out of wood. Will shooting the supports out from under the building make the rest of the building react? Same if other objects, i.e barrels were put on top of the wood building. Would it all react physically, or is there a limit to the engine?
A: The two scenarios you describe are actually pretty easy. Jay's physics system pretty much does that automatically. We're doing a lot with physics, but we're really curious to see what the MOD community figures out. Where you run out of gas is with lots and lots of objects.
Q: E3 video there was a table that was pushed against the door. if you stood on the table would the table collapse because of the weight? would the result of an interaction depend on the mass/volume of the supports? would the material [E.G. metal, wood, glass] change this?
A: No, the table wouldn't collapse, simply because you don't weigh enough. Yes, you could make a table that would collapse under your weight. Yes, the material does affect the strength. Yes volume drives physical properties (e.g. weight, buoyancy)
Q: Can you define how "thick" water is?
A: Sure. We made it clear to make it easy to see out of the water to the zombie that knocked you in.
Q: Could i make my map completely destructable?
A: Yes
Q: Could I make a mod where if i shot a rocket at the ground,
the ground would deform as a result of the explosion?
A: Yes
Q: I just wanted to ask If your ragdoll efect is implemented for any creature
or just working for human-like bodies?
A: Yes, physics applies to pretty much everything, including non-human bodies.
Q: If a wooden board is floating in the water and you jump onto it, will it slowly sink?
A: Yes
Q: Say I shoot a box.. with that box break and you'll be able to see inside? and the box have things inside it?
A: Yes
Q: WE all know that the physics are amazing, and you can move stuff around and everything, but i have a quesion about that. Do the physics give everything a "damage limit" or something similar so that after you shoot somthing enoguh times, it will blow up/shatter/ whatever? or is that jsut the wood. Could i sit there with a rocket launcher and hit a car a few times and then have it explode, or would it jsut keep sliding back or soemthing, a la Halo? And one final question: Does HL2 have destructable enviroments bulit in, or is that somehting us mod-makers will have code in?
A: It's really easy to create things that are destructible in HL2. Of course it's not limited to wood Mod authors can easily use, script, modify, or extend this behavior.
Q: The physical interactions look perfect, but some sequences felt a little strange. Frame-by-frame analysis of the e3 videos showed exactly what: objects were reacting to impacts prior to the actual, visual impacts. For instance: there's a splash before a box hits the water, boards break before the crowbar reaches them, soldiers start flying away from a girder before it actually contacts them.
--------------------------------------------------------------------------------
A: The physics behaviors you point out are an interpolation artifact during demo playback, not of the physics system. They aren't there when you play. It didn't really occur to us that people would be doing a frame-by-frame analysis of shaky cam video of demo playback. Demo playback is NOT even vaguely pixel or frame accurate to actual gameplay - if you want that you need to make a movie instead and be really careful about how you manage time in your production pipeline (and you will have to ignore pixel and motion artifacts introduced by your compressor). The current demo playback behavior is good enough for our uses.
Q: Sparks appear to show right through other objects (barrels in tech demo sequence, and when manatee thing is shooting at you through cars) They also seem to happen too easily: slow moving barrels bumping into each other don't generate sparks. Dying creatures go limp too fast, like puppets whose strings have been cut. For creatures like headcrabs, you can't even tell if they've actually died, because they just stop moving: there's no twitching, clutching, or flipping over like there was in HL to let the player know that the creature is dying.
----------------------------------------------------------------------------------
A: Both the remaining issues are on our list.
Q: The crowbar. is it just like.. damage straight
ahead, or does it sort of swing, like a bat, and it
depends at what angle you hit something?
A: it's physically simulated - it's a bar swinging through air
Q: In the e3 demo, it says you
can essentially build the guys out of water by
applying the right shader or whatever. well, if you
make the guy out of water.. when you shoot him, does
he still bleed? or will it splash? it would be cool to
see them sort of melt or whatever when they die, but
thats not gonna happen. could that sort of 'splashing'
thing be easily programmed in? (probably, its jus the
sprite and sound right..)"
A: "Yes, they would splash, at least that would be the easy thing to do given the material. Splashes aren't sprites actually."
Q: What restrictions are there to the physics... I noticed in the vehicle driving scene that there is a wooden bridge that the player must drive up... was/is it possible for the bridge to be destroyed? And... if so... what then? Are there alternate routes?
If you can destroy something it may be useful but it can't be critical to completing the game.
Q: The physics in the single player part (judging from the movies from E3) look absolutely fantastic, but how will physics work in multiplayer? Won't there be a problem with sending all the physics information packets to all the players? Are you perhaps scaling the physics engine down for multiplayer?
A: Well, the simple answer is that there are client-side and server-side physics behaviors. You use client-side when maintaining cross-client coherence isn't important. This cuts down network traffic while maintaining the appearance of physical simulation throughout the world.
Q: The downed aliengunship plowing through the busted cars in the desert/buggy sequence... I'd like to know if that was scripted sequence?
A: No, that's the kind of thing you get with physics.
Just a statement from Gabe: Seamless transitions in space. Where you don't ever want to go get some coffee. The world should feel as seamless and continuous as possible. And idealy we should structure the autosaves so that you're not always thinking about quicksaving and quickloading: you're going to trust us. This is something that I think Miyamoto does really well: you can trust his game design.
[BJust a statement from Gabe: Everything is reflected back in physics. It's totally integrated into our game. We have weapons that allow you manipulate objects with physics. All of your conventional weapons are reflected in phsyics. You can throw a grenade bullets exert force player exerts force. You can push things and rolls things and jump on top of things and have them react to your mass. All of those things are integrated into the gameplay and you can do things at a level that you're couldn't do before.[/B]
Just a statement from Gabe: Using combat as an example again: enemies will react to you changing the position of physics obejcts, and if you knock something over maybe they can get behind it and use it for cover, or maybe you could knock it out of the way and they're not in cover anymore. That kind of thing really makes the situaiton more dynamic and more replayable.
Q: How complex will the physics engine be exactly? Is there a limit before things start clipping and not doing what they're supposed to be? Such as some of the ideas going around about making a map with just a huge building made out of wood. Will shooting the supports out from under the building make the rest of the building react? Same if other objects, i.e barrels were put on top of the wood building. Would it all react physically, or is there a limit to the engine?
A: The two scenarios you describe are actually pretty easy. Jay's physics system pretty much does that automatically. We're doing a lot with physics, but we're really curious to see what the MOD community figures out. Where you run out of gas is with lots and lots of objects.
Q: E3 video there was a table that was pushed against the door. if you stood on the table would the table collapse because of the weight? would the result of an interaction depend on the mass/volume of the supports? would the material [E.G. metal, wood, glass] change this?
A: No, the table wouldn't collapse, simply because you don't weigh enough. Yes, you could make a table that would collapse under your weight. Yes, the material does affect the strength. Yes volume drives physical properties (e.g. weight, buoyancy)
Q: Can you define how "thick" water is?
A: Sure. We made it clear to make it easy to see out of the water to the zombie that knocked you in.
Q: Could i make my map completely destructable?
A: Yes
Q: Could I make a mod where if i shot a rocket at the ground,
the ground would deform as a result of the explosion?
A: Yes
Q: I just wanted to ask If your ragdoll efect is implemented for any creature
or just working for human-like bodies?
A: Yes, physics applies to pretty much everything, including non-human bodies.
Q: If a wooden board is floating in the water and you jump onto it, will it slowly sink?
A: Yes
Q: Say I shoot a box.. with that box break and you'll be able to see inside? and the box have things inside it?
A: Yes
Q: WE all know that the physics are amazing, and you can move stuff around and everything, but i have a quesion about that. Do the physics give everything a "damage limit" or something similar so that after you shoot somthing enoguh times, it will blow up/shatter/ whatever? or is that jsut the wood. Could i sit there with a rocket launcher and hit a car a few times and then have it explode, or would it jsut keep sliding back or soemthing, a la Halo? And one final question: Does HL2 have destructable enviroments bulit in, or is that somehting us mod-makers will have code in?
A: It's really easy to create things that are destructible in HL2. Of course it's not limited to wood Mod authors can easily use, script, modify, or extend this behavior.