What's the limitation to the phsyics?

Stiler

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Just wandering how "far" does hl2 go witht he psyhics.

You see that part where the strider shoots through that building or whatever.

However, that one part with the dune buggy, where he has to jump up that ramp.

Would you say be able to hit the piece of wood and make the ramp crumble?

But if you did, is there another way around it?
 
Not sure what it can do with fire. If a wooden plank catches on fire will it simply have its texture replaced or will it get weak and crumble realistically as well?
 
HL2 physics are solid object physics. Breaking, splintering, disintegrating must be specified manually by map makers.

Sliding, rotation, floating, and collisions are automatic.
 
Originally posted by The Mullinator
Not sure what it can do with fire. If a wooden plank catches on fire will it simply have its texture replaced or will it get weak and crumble realistically as well?

It can't
 
Don't expect all real life physics from ANY game for a while. That's just stupid.
 
Yeah, I can't wait till games resemble real life perfectly, hopefully in my lifetime.

Deforming meshes (eg: shoot car in one place, that place has a bullet and crumples)

Water can be fully simulated in real times (glasses pouring)

ahh, dreaming is fun.
 
Originally posted by StickFigs
What!? I thought the wood splinters by itself!

No, it is preset by the modeller.

Look at the traptown vid, the manhack hits the top of the plank and it splits in the middle.
 
Originally posted by StickFigs
What!? I thought the wood splinters by itself!

Um.... uhh.... that uh before they delayed it and added realistic wood physics... ;) :p
 
there was an interview somewhere i read a while ago where someone asked almost the same question you did about knocking the planks on the dune buggy vid. gabe said something along the lines of somethiings cant be destroyed otherwise you couldnt progress...wish i could find the link
 
I thought I remembered one of the Valve guys saying that anything made out of the 'wood material' will have the properties of wood and will break like wood.
They also said that if some structure is breakable it is not going to be the only way to get through that part of the level.

Also, you can fake some soft body properties by creative use of rigid body physics... like the shower curtains in Splinter Cell:
1) Make a double-sided plane where each vertex has its own 'bone' (the more vertices the better the simulation, but it also increases the performance hit).
2) Connect all the 'bones' with invisible springs.
3) Apply ragdoll physics to the object.
 
He said that the world is very interactive in places. If driving into the ramp supports would knock the ramp down but there was another route somewhere leading to the same key dstination then that'd be ok. But if there wasn't any alternative route, you just simply wouldn't be able to do it.
 
This really has nothing to do with the engine, it's 100% map design question.
 
Originally posted by nw909
Deforming meshes (eg: shoot car in one place, that place has a bullet and crumples)

I believe HL2 will have some form of this. I don't know if that means the whole form of a piece of metal will bend. For instance, if I made a physics enabled metal tower with inadequate supports, would it bend? It's possible that the macro structures remain in tact because the engine would start producing funny results otherwise: calculating multidimensional stresses is very taxing.
 
Hmm... I recall a man made outta water in the techdemo...

Does this mean that you can make a man outta wood? or mercury?

Does this mean that if he was wood it would create areas where he would break if you shot him?

*implodes*
 
A wood man would be fun! Imagine shooting both knees and them being torn off! :cheese:
And a mercury man? T-2 anyone?
 
I have a question too.
If there was an old bridge made out of wood that was going across water, and u put some sort of explosives all along the beams holding it up (like det-packs or whatever they have), will the beams splinter, the brige collaps, splash, and the pieces float after detonating them?:eek:
 
STOP IMPLODING!

omg.

send an e-mail to gabe for the hard questions, I'd really love to know about a character made out of wood.
 
RE: Bridge - if you had put in the break points on the bridge supports, then yes. The falling, etc you would not have to script, but the break points you would need to include in your map.

RE: Bending things - not automatically

RE: Shower curtains - those are still solids. Look at the blowing wires for an example of what can be done. (Source does it similar to what you mentioned - several constraint points with the visible object strung between them.)
 
if you guys are so interested in seeing logs catch on fire and burn to a crisp or break in half when you hit them against something... go do it in real life for goodness sake! that has the best graphics!
 
wat i would love and all of you would to is...

two rooms... one is full of water, and the other is empty with you in it.

you shoot and break the glass and the water from the other room, pours into the room you are in!

wow hl2 won't do that will it?

will the water stay like a box brush?
 
No, fluid dynamics are really hard to do so it'll be a while yet before we see anything more than rising water in the old 'this box brush of it moves up or down or along' sort of way..

The rendition of it on the other hand is fabulous in HL2. Hurrah for pixel shaders!

I'm inclined to think the guy made out of water only had a water texture applied to him so he would react only as you set him up to react, not like an actual man made out of water.. Unless you set him up to have nullets go through him etc.. Erm.. If that makes sense.
 
There is a very realistic physics system in use, it's called the earth simulator. Costs as much as a mac. ;)
Seriously with the current state of hardware, realtime physics doesn't fit in. Every year we discover something new which really alters our view on how certain aspects of physics work.
Just answer me this, if the valve guys chucked all that we currently know about black holes into hl2, what use would it be? I think they have got it just about right.
 
The basic limitation is F=ma (with v << c of course). Other than that, it's wide open.
 
Um... how do you know that the wood break points have to be set?
 
Originally posted by StickFigs
Um... how do you know that the wood break points have to be set?

Because Valve said so. No I don't have a link. Try the "official info" thread.
 
Originally posted by theneb
There is a very realistic physics system in use, it's called the earth simulator. Costs as much as a mac. ;)
Seriously with the current state of hardware, realtime physics doesn't fit in. Every year we discover something new which really alters our view on how certain aspects of physics work.
Just answer me this, if the valve guys chucked all that we currently know about black holes into hl2, what use would it be? I think they have got it just about right.

This is silly. The only physics relevant to our visual expectations are classical Newtonian and fluid dynamics (and maybe heat dynamics when we go really nuts). Unless you want to play a partical-physicist-on-the-job simulator, why model all the detail we can't perceive?
 
Originally posted by StickFigs
Um... how do you know that the wood break points have to be set?

As I've pointed out elsewhere, you can see in the pachinko room at the beginning of the e3 vid that two pieces of wood break in two and leave the exact same jagged break lines.
 
I quote directly from the HL2 E3 video:

"So if something looks like wood, then it sounds like wood, scrapes like wood, floats like it, and if you shoot it, it'll fragment like wood".
 
Originally posted by Stiler
I quote directly from the HL2 E3 video:

"So if something looks like wood, then it sounds like wood, scrapes like wood, floats like it, and if you shoot it, it'll fragment like wood".

...in a place preset by the modeller.
 
The wooden planks are just series of rigid bodies modeled by the modeler or whoever, strung together with break points. Wood materials set to splinter are just func breakables, that fly into a million pieces like in HL1. And structural support columns can be done as well, but you'll have to set break point all around the structure in different places, on every single beam, just so it seems realistic.
 
We need spring physics for certain, what about lorentz transforms time dilation, and electromagnetic spectrum shift for fast moving objects. If a train passes you at 1/2 the speed of light it will not look red if painted red, it may appear to be green due to the electromagnetic shift that occurs.
Seriously though

No one has yet to mention the physics of sound. For example, if you hear a band playing the note A at 440 Hz, and you drive by at 30m/s (like 50mph or so) They would sound like they are playing at 470Hz as you are approaching them, and 410Hz as you pass them. That could actually be useful in games, everything from bullets to vehicles and people on vehicles yelling, sonic projection through a tube, and resonance. If you heat a long open end tube to certain temperatures, resonance occurs and you hear a very loud sound. The frequency determined by the length of the tube, and the temperature required for resonance differs because of a few factors i now have forgotten, some of auditory physics could realistically be used in games and in computer modeling for instrument design. Know how an instrument will sound before you create it.
 
Ahhh..imagine a multiplayer map with "traps" all over, like collapapsable bridges, things that call be blown of walls to fall on people (like in the vid.)....this is going to be aswome!

IT BETTER COME OUT SOON!!! :)
 
Uhh... that dynamic wood thing was the biggest feature I was looking forward too... *cires*
 
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