Valve Q's - Engine Physics & New Genre Ideas

Antic2

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Hi! Thanks for the great forum and game info guys.

I've been reading through the posts and articles on the Source engine, and have a few more questions to pose to the community and the Valve team, mainly regarding physics capabilities in the game. Also raising a few new ideas and how the game might accommodate them.

1. Simulating Rope

I know the "telephone line" wire in the game is simulated a as special kind of entity, and that the physics engine only handles "rigid" objects, but is it still possible to actually simulate real rope or cable which can be used by the player? For example:

a) Create a rope-type object by attaching lots of small, rigid sections, which can twist together and so collectively behave like a length of rope would? Could the engine handle this?

b) Make rope usable by allowing each end to be able to be "tied" (dynamically temporarily affixed) to any other part of the rope? In this way, you could create a loop, and wrap it around something to secure it.

c) Make rope carry weight? Is it possible, for instance, to attach one end of the rope to something so you can climb down it, swing on it, drag something along behind you, etc?

e) Make rope breakable by, say, shooting at it so that it snaps at the point it is shot (at one of the "break points" which lie in between each section of rope)? Also, if the rope is stressed by tension, can one make it break at a random point (ie. in between two random sections)? This would obviously create two smaller ropes from the one rope - is this possible?

f) Throwing the rope - if you tied one end to something weighty and throwable, could you conceivably throw one end of a rope over something to create a pulley, or have it snag up a wall, so you could climb up it?

2. Inertia + floatation = skiing.

a) Imagine a stretch of water containing a hungry family of Piranha and you have to get across. Could you drop a wooden plank in the water at one end, take a long run up, sprint and jump onto it - and it acquires your momentum and therefore "skis" to the other side? Since Gordon can't fall over in the game, it makes this task pretty tempting to try. Is it possible? Furthermore, is there "drag" between floating objects and the water surface which would quickly slow your ski down, like in real life?

b) Is it possible to create a kind of "rope ferry" using a rope tied to both sides of a river, a raft floating beneath, and the ability to "climb" along the rope to the other side?

b) Leading to the obvious question - if you had rope, a plank and a speed-boat type vehicle... could you have some serious fun? :)

3. Creative trap-laying and perhaps a new genre of game?

Being able to use rope opens up all sorts of interesting possibilities for laying traps and solving puzzles. With physics featuring more in games, I'd love to see a game which allowed creative (and perverse) thinking to lay traps for monsters and of course other players... the fun factor would be enormous, and would render simply shooting someone a rather boring alternative.

Imagine knocking over a barrel of oil in front a pursuing gang of monsters and watching them slide past you in surprise, perhaps then to fall noisily over a cliff or crunch into a wall of spikes.

I'd love some comments from Valve about how far their physics system could go to accommodate this sort of gameplay. It would almost be a new genre of game - the "First-Person Trapper"?

Andrew
 
1. Yes. The ropes can swing and move realistically in response to physics forces like wind.

a) This is exactly how the cables do work in the engine: see the info thread for a description.
b) Probably not: way too complicated. Also, I'm not sure that simulated ropes can become unattached.
c) Definately. Ropes can support things and swing realistically.
e) dunno, but so far, we've seen no evidence that it can.
f) Not that we've seen or heard.

2)
a) Potentially yes, but it all counts on what physical values Valve has put on various objects: like Gordon. Objects do float, and even skip off water and say bouyant: but only (like in real life) if the physical properties are just right for those things to happen.
b) Potentially, yes.
b2) Potentially, yes.

3) Source (and even next-next gen engines) do not model fluids this realistically. While you could script a floor to look like oil was spilling when a particular barrel was tipped over, and then make the blackening floor slippery, you'd have to plan this out specifically: it wouldn't happen naturally just from having a barrel full of oil. It could be made to happen, is what I'm saying, but it wouldn't be something that was simply "emergent" from having the basic elements in place.

What happened to options 1d and 2c?
 
Wasn't there rope in Opposing Force? Was there any physics in the way it moved because it sure looked convincing at the time.
 
nice 1st thread!! really enjoyed reading this
 
Mr-Fusion said:
Wasn't there rope in Opposing Force? Was there any physics in the way it moved because it sure looked convincing at the time.
maybe it was animated. maybe it required some hard coding to make the rope do that, wich now, with the physics, wont happen (the hard coding). i remember myself of the older dooms were u could shoot 2 or 3 zombies (for example) in a row (if they were in line), and that action required some hard coding (according to some id interview i read). but now in doom3, u can do that, but no coding is really necessary because of the physics.

did i make my point here?
 
The rope in Op4 did SORT of simulate properly (wasn't just hardcoded), though it was pretty odd: not a full physics simulation by any means.
 
Thanks for the replies!

WhiteBoy: Nope, not sent this to Valve - don't know the right addy.

Apos: Thanks heaps for the info. A couple of options disappeared as I was rephrasing my q's and forgot to re-letter them.

Yep a couple of those q's push the boundaries of realistic expectations. :) Still, I'd like to see some kind of trap-based game, as the fun factor can't be underestimated if it's done right. Perhaps Source, being on the cutting edge in terms of game physics, could still be MOD'd by someone along these lines.

I'm imaging a very active forum arising out of a game like that, where people exchange trap-building ideas, not to mention highly amusing stories and screenshots.

Another idea is the use of those wonderful in-game cameras that Source provides. Imagine setting up a camera next to a particularly amusing trap. A sensor alerts you when someone is approaching the area, and you bring up a hand-held remote viewing device to hook up to that camera, so you can see the results of your efforts every time.

Ok, I'm out of ideas... back to work.
 
Apos said:
The rope in Op4 did SORT of simulate properly (wasn't just hardcoded), though it was pretty odd: not a full physics simulation by any means.
my bad in that case

BEAM ME UP SCOTTY
 
Perhaps Source, being on the cutting edge in terms of game physics, could still be MOD'd by someone along these lines.

Almost certainly! The realistic physics make for all sorts of fantastic and creative gameplay options. I'd love to see a Dungeon Keeper-like mod for HL2.
 
Apos said:
Almost certainly! The realistic physics make for all sorts of fantastic and creative gameplay options. I'd love to see a Dungeon Keeper-like mod for HL2.

ooh yes, with real, physically-simulated dragging chains! :)

That raises another question - can CHAIN be simulated in HL2 using a series of metal toroids interlinked, and will they behave realistically?

The problem is, will stuff like this seriously max out the CPU, as I believe the engine doesn't "simulate" all objects all the time, just the ones currently being affected by physics, which keeps performance up. Simulating a string of interacting objects like that may be too much to ask. (?)
 
Fully simulating every link would definately be way too intensive. Approximations would be much easier without sacrificing too much at all.
 
Ok, I've sent my Q's off to Gabe's email addy (thx PiMuRho)... will post in the "replies from Valve" thread in this forum, if I get a reply.
 
Nice set of questions, got a nice lot of info from this thread :)

Looking foward to VALVe's/Gabe's response as well.
 
Apos said:
Fully simulating every link would definately be way too intensive. Approximations would be much easier without sacrificing too much at all.

Seems like you could just use a chain texture with an alpha channel on a rope entity perhaps.
 
1st Person Trapper

There has been a game based around setting traps for other players, it was called Spy vs Spy, and was based on the spy characters from the MAD comic. It didn't have a first person view, and looks very dated nowadays (I think it came out for the Commodore 64 first)

I've found a link with information on this game if you're at all interested http://www.angelfire.com/hi/SpyVsSpy/

I remember playing it on a Sinclair ZX spectrum (god, how old does that make me sound !) and it was a lot of fun, in fact I'm going to have a scratch around to see if I can 'acquire' a PC copy, I'm sure it'll be available as an emulation image.
 
NuTTeR said:
There has been a game based around setting traps for other players, it was called Spy vs Spy, and was based on the spy characters from the MAD comic. It didn't have a first person view, and looks very dated nowadays (I think it came out for the Commodore 64 first)

I've found a link with information on this game if you're at all interested http://www.angelfire.com/hi/SpyVsSpy/

I remember playing it on a Sinclair ZX spectrum (god, how old does that make me sound !) and it was a lot of fun, in fact I'm going to have a scratch around to see if I can 'acquire' a PC copy, I'm sure it'll be available as an emulation image.

Thats the first thing that popped into my head when I read about the traps. Spy Vs Spy :)

edit - heh, you live in reading, I live there too, not london as my info would suggest ;)
 
NuTTeR said:
Found a better link to info on the game;

http://www.firststarsoftware.com/spyvsspy.htm

In fact it looks like a new updated version is in development for the PS2 (http://www.gamerankings.com/itemrankings/launchnews.asp?newsid=103211)

A Spy vs Spy mod for Halflife2, now that would be fun.

Hi Duracell, it's a small world, nice to see another Readingite on here :)
There was an attempt at a spy vs spy mod for HL1 and rumors of a HL2 one. But if there's a PS2 version on its way the mod is unlikely to happen :(
 
obsidian said:
fluid dynamics will be the next big simulation hurdle
Yes, but that's still a loooong ways off. Fluid dynamics calculations are extremely demanding and would require a CPU far more powerful than anything currently available to consumers.
 
Fenric said:
There was an attempt at a spy vs spy mod for HL1 and rumors of a HL2 one. But if there's a PS2 version on its way the mod is unlikely to happen :(
Using the copyrighted Spy vs. Spy characters is certainly out of the question, but there's no reason someone couldn't use the same concept with original characters. Call it "Spy Games" or something like that.
 
Antic2 said:
Hi! Thanks for the great forum and game info guys.

I've been reading through the posts and articles on the Source engine, and have a few more questions to pose to the community and the Valve team, mainly regarding physics capabilities in the game. Also raising a few new ideas and how the game might accommodate them.

1. Simulating Rope

I know the "telephone line" wire in the game is simulated a as special kind of entity, and that the physics engine only handles "rigid" objects, but is it still possible to actually simulate real rope or cable which can be used by the player? For example:

a) Create a rope-type object by attaching lots of small, rigid sections, which can twist together and so collectively behave like a length of rope would? Could the engine handle this?

b) Make rope usable by allowing each end to be able to be "tied" (dynamically temporarily affixed) to any other part of the rope? In this way, you could create a loop, and wrap it around something to secure it.

c) Make rope carry weight? Is it possible, for instance, to attach one end of the rope to something so you can climb down it, swing on it, drag something along behind you, etc?

e) Make rope breakable by, say, shooting at it so that it snaps at the point it is shot (at one of the "break points" which lie in between each section of rope)? Also, if the rope is stressed by tension, can one make it break at a random point (ie. in between two random sections)? This would obviously create two smaller ropes from the one rope - is this possible?

f) Throwing the rope - if you tied one end to something weighty and throwable, could you conceivably throw one end of a rope over something to create a pulley, or have it snag up a wall, so you could climb up it?

2. Inertia + floatation = skiing.

a) Imagine a stretch of water containing a hungry family of Piranha and you have to get across. Could you drop a wooden plank in the water at one end, take a long run up, sprint and jump onto it - and it acquires your momentum and therefore "skis" to the other side? Since Gordon can't fall over in the game, it makes this task pretty tempting to try. Is it possible? Furthermore, is there "drag" between floating objects and the water surface which would quickly slow your ski down, like in real life?

b) Is it possible to create a kind of "rope ferry" using a rope tied to both sides of a river, a raft floating beneath, and the ability to "climb" along the rope to the other side?

b) Leading to the obvious question - if you had rope, a plank and a speed-boat type vehicle... could you have some serious fun? :)

3. Creative trap-laying and perhaps a new genre of game?

Being able to use rope opens up all sorts of interesting possibilities for laying traps and solving puzzles. With physics featuring more in games, I'd love to see a game which allowed creative (and perverse) thinking to lay traps for monsters and of course other players... the fun factor would be enormous, and would render simply shooting someone a rather boring alternative.

Imagine knocking over a barrel of oil in front a pursuing gang of monsters and watching them slide past you in surprise, perhaps then to fall noisily over a cliff or crunch into a wall of spikes.

I'd love some comments from Valve about how far their physics system could go to accommodate this sort of gameplay. It would almost be a new genre of game - the "First-Person Trapper"?

Andrew
you really like ropes, don't you? :|

well, I htink apos answered this, but I'm really looking forward to playing wth physics... and ropes....
you ought send this to gabe if you haven't already.
 
What I want to know is if you drape a rope over the edge of something, how does it simulate the kink.
 
Wilco said:
What I want to know is if you drape a rope over the edge of something, how does it simulate the kink.
Umm, how wouldn't it?

If you mean how would it look realistic, well, you would just need more verticies on the rope.
 
ahahah this guy antics and his ropes and chains cracks me up.
i bet hes got a pet snake. and a worm farm.
 
didnt rick say its possible to make bungie cords, if so, .....a huge basket connected to a bridge with the bungie cord...just have a trigger to pull the bridge back and then...weeeeeeeeeeeeeeeeeeeeeee
 
What if, like, in Half-life 2, like, you can tie someone up, yeah, and you know, whip them?
 
Umm... Yeah a bondage mod for HL2! You too can fulfill your childhood dream of being a dominatrix!
 
RoguePsi said:
What if, like, in Half-life 2, like, you can tie someone up, yeah, and you know, whip them?

As long as it doesn't simulate rope burns. ah, a perfect universe awaits...
 
Wow! A quote of mine has become a sig! My dream has come true! *dances around room*
 
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