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Features you'd like to see in games.
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iGod
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PostPosted: Mon Jun 29, 2009 1:41 pm    Post subject: Features you'd like to see in games. Reply with quote

Discuss what features you'd like to see in games.
Id like to see some good time traveling abilitys, unlike some games that come to mind. (Timeshift)
More puzzlers would be nice too.
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jdm
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PostPosted: Mon Jun 29, 2009 2:20 pm    Post subject: Reply with quote

In First Person Shooters(FPS) I would love to see extreme environmental destruction. Another words if there was a door and it was locked. I'd like to pull out a rocket launcher and blow a hole around the door.

I've only seen this feature in Red Faction. In multilayer you could literally dig you self a tunnel with a rocket launcher and hide there. I think it was the best game I've ever played.

In Racing Games: I would love to see cars that get torn to pieces and have parts fly everywhere when you go head on into another car or a wall for that matter! When I was young I remember playing an Indie car racing game and when one would crash into a wall the wheels and parts of the axle would come off the car and you couldn't race any more...
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iGod
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PostPosted: Mon Jun 29, 2009 2:48 pm    Post subject: Reply with quote

I like the idea of fully destructable environments. Laughing
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Haxtrain
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PostPosted: Mon Jun 29, 2009 3:54 pm    Post subject: Reply with quote

The thing is: No physics engine is strong enough to handle that as of yet.
Yes, it's codable, but you'd need a massively strong computer to run such an engine, and it'd take a lot of time to make decent editors.

You can however divide your environment into small pieces, allowing somewhat a fully destroyable environment. You'd still have many limits though, and you'd still need a decent computer for somewhat large 'maps'.
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iGod
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PostPosted: Mon Jun 29, 2009 4:05 pm    Post subject: Reply with quote

Isn't the Crysis Engine somewhat destructable?
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Cryoma
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PostPosted: Mon Jun 29, 2009 4:47 pm    Post subject: Reply with quote

PhysX.
http://www.nvidia.com/object/physx_new.html
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Haxtrain
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PostPosted: Mon Jun 29, 2009 5:25 pm    Post subject: Reply with quote

! wrote:
Isn't the Crysis Engine somewhat destructable?

It is somewhat destructable.
I'm not sure if the objects consist of smaller fractions, or just have many animations with different triggers but as you know, even crysis needs a decent PC ;p

And about PhysX: You'll notice that once you make bigger maps you'll get crappier and crappier performance. For example: your line of sight will be drasticly cut.
Or objects far out don't show.

I'm not sure how PhysX handles it, but could be anything of the above two methods mentioned.
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PostPosted: Mon Jun 29, 2009 5:53 pm    Post subject: Reply with quote

Insane Monkey Brain wrote:
The thing is: No physics engine is strong enough to handle that as of yet.
Yes, it's codable, but you'd need a massively strong computer to run such an engine, and it'd take a lot of time to make decent editors.

You can however divide your environment into small pieces, allowing somewhat a fully destroyable environment. You'd still have many limits though, and you'd still need a decent computer for somewhat large 'maps'.


what. It most certainly is possible in real time right now.

You'd have to be using quite a shitty physics engine if it isn't smart enough to "sleep" objects that aren't being acted upon...

And Crysis allows in editor, to create "animations" out of physics. You can blow up a bazillion things and "record" it and play it back later in game. Any of those objects that you manage to interact with while the animation is being played becomes an active physics object again.
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iGod
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PostPosted: Mon Jun 29, 2009 6:06 pm    Post subject: Reply with quote

Slovach, are you moderator of this sub-forum? Cause' it doesn't say so...
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jdm
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PostPosted: Mon Jun 29, 2009 10:09 pm    Post subject: Reply with quote

Insane Monkey Brain wrote:
! wrote:
Isn't the Crysis Engine somewhat destructable?

It is somewhat destructable.
I'm not sure if the objects consist of smaller fractions, or just have many animations with different triggers but as you know, even crysis needs a decent PC ;p

And about PhysX: You'll notice that once you make bigger maps you'll get crappier and crappier performance. For example: your line of sight will be drasticly cut.
Or objects far out don't show.

I'm not sure how PhysX handles it, but could be anything of the above two methods mentioned.


I'm sorry but it is quite possible take a look for your self.

http://www.youtube.com/watch?v=PB6CgotZvBg

Edit: Note how it runs on a PlayStation. I'm pretty sure there are computers out there that can handle running 3-4 of these games simultaneously...
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Haxtrain
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PostPosted: Tue Jun 30, 2009 10:21 am    Post subject: Reply with quote

In that movie you can see it's only a small amount of animations available per object, and you're still only limitted to walls (perhaps trees).

And sleeping objects far off is rather unpractical, because many games try to for the multiplayer purpose if they're going this advanced (you don't need breakable walls everywhere in SP). And like I said, it's rather limitted, even there.


OP wants a fully destroyable world. Ground included. Wall => boulders => dust kind of thing.


But we're heading a bit offtopic :[
I'd love to know more about this though, it's been quite a while since I read about the current engines.
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PostPosted: Wed Dec 02, 2009 12:44 am    Post subject: Reply with quote

iGod wrote:
I like the idea of fully destructable environments. Laughing
Yeah, I agree but that is only works really in shooting games. Or, I guess driving games too.
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|DK3|Life
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PostPosted: Tue Dec 29, 2009 3:47 pm    Post subject: Reply with quote

In a game that alot of ppl play (CS:S)It should a look through scope option like in MW2

Mercaneries is fully destructable environment
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gameyoda
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PostPosted: Sat Jul 17, 2010 2:45 pm    Post subject: Reply with quote

Haxtrain wrote:
The thing is: No physics engine is strong enough to handle that as of yet.
Yes, it's codable, but you'd need a massively strong computer to run such an engine, and it'd take a lot of time to make decent editors.

You can however divide your environment into small pieces, allowing somewhat a fully destroyable environment. You'd still have many limits though, and you'd still need a decent computer for somewhat large 'maps'.


Agreed on that one, got a pretty high end system, but when I blow up 2 big buildings in Red Faction Guerilla it really starts to lag (setting is medium).

For most games I can only make up things I want to see while playing. How ever most things I'd like to see are bug fixes (like the removal of invisible walls or a better hit-box system).
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Jorg hi
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PostPosted: Sun Aug 22, 2010 5:07 pm    Post subject: Reply with quote

A constantly changing game engine that changes at the level of pixels, not chunks, so the pixels change by itself.

Example.

Pixel 3471687642123 = red
Pixel 3471273267377 = blue

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