The most advanced destruction physics coming soon
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Mas3ter




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PostPosted: Mon, 26th Aug 2019 15:13    Post subject: The most advanced destruction physics coming soon
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Breezer_




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PostPosted: Mon, 26th Aug 2019 15:19    Post subject:
Saw this yesterday, looks damn amazing.
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madness




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PostPosted: Mon, 26th Aug 2019 16:10    Post subject:
Seems fun for about 20 minutes.
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Mas3ter




Posts: 1941

PostPosted: Mon, 26th Aug 2019 16:16    Post subject:
The guy who created this demo has been working on a game for several months that will use this physics Smile


Last edited by Mas3ter on Mon, 26th Aug 2019 16:33; edited 2 times in total
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Frant
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PostPosted: Mon, 26th Aug 2019 16:27    Post subject:
madness wrote:
Seems fun for about 20 minutes.


It's not a game, it's a tech demo of the physics engine.


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PickupArtist




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PostPosted: Mon, 26th Aug 2019 17:31    Post subject:
so basicly all objects are tiny little minecraft blocks ... bet its all single player, as otherwize each objects and block needs a netcode equivalent and well ... we are still stuck in the year 2000 when it comes to multiplayer netcode
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DXWarlock
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PostPosted: Mon, 26th Aug 2019 17:38    Post subject:
Yea, I hope the game that uses it has some depth. I worry it will be like Besiege...or at least how that game was to me: About 2-3 hours of "oh neat" then never opened it again.


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Disclaimer: Post made by me are of my own creation. A delusional mind relayed in text form.
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garus
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PostPosted: Mon, 26th Aug 2019 17:55    Post subject:
snip


Last edited by garus on Tue, 27th Aug 2024 21:26; edited 1 time in total
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PickupArtist




Posts: 9905

PostPosted: Mon, 26th Aug 2019 18:08    Post subject:
could be awesome medieval siege sims but i bet each block needs its own code and links and ties to toher blocks and weight and al kinds of data and well ... aint no dev got time to do that , they all just use shitty sprites n decals Sad
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Amadeus




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PostPosted: Mon, 26th Aug 2019 18:40    Post subject:
Dude gets way too exited over voxels
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VonMisk




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PostPosted: Mon, 26th Aug 2019 18:57    Post subject:
Material bendingis cool thou.


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Il_Padrino




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PostPosted: Mon, 26th Aug 2019 19:13    Post subject:
I didn't see any material bending in the video though...?

I actually find the smoke effects the most impressive, especially how it initially reacts to destruction (at 1:37 in the video)


There must have been a door there in the wall, when I came in.
Truly gone fishing.
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couleur
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PostPosted: Mon, 26th Aug 2019 19:18    Post subject:
It is very cool and ever since red faction and the physics in Half-life 2 a few years later I‘ve wondered why they didn‘t put more effort in this aspect of games.


"Enlightenment is man's emergence from his self-imposed nonage. Nonage is the inability to use one's own understanding without another's guidance. This nonage is self-imposed if its cause lies not in lack of understanding but in indecision and lack of courage to use one's own mind without another's guidance. Dare to know! (Sapere aude.) "Have the courage to use your own understanding," is therefore the motto of the enlightenment."
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TheZor
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PostPosted: Mon, 26th Aug 2019 19:20    Post subject:
couleur wrote:
It is very cool and ever since red faction and the physics in Half-life 2 a few years later I‘ve wondered why they didn‘t put more effort in this aspect of games.


Yeah, was expecting more, got less Sad
I thought it was obvious people like good physics ? Perhaps it's not cost efficient ? No idea.
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ixigia
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PostPosted: Mon, 26th Aug 2019 19:52    Post subject:
Unfortunately, implementing proper complex physics in regular non gimmicky-based games requires actual efforts and a degree of playtesting that modern developers simply don't deem worthy. Destructible environments would need obsolete scripts to vanish, lazy AI routines to be dynamic by actually reacting to the player's actions, and so on.

Computational limitations are another reason, with consoles being tied to obsolete hardware that struggles at maintaining 30(ish)fps even on regular scripted titles. Comical scenarios such as Crackdown 3 and its hypothetical cloud-powered(tm) physics come to mind.
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vurt




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PostPosted: Mon, 26th Aug 2019 21:17    Post subject:
Better physics and far better A.I is what we need to make games great again, to have something new that blows our mind. The advancements in graphics is never mind blowing these days, like it used to be.

The demo was really cool, for example seeing smoke and not having it clip through the walls was quite nice..
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VonMisk




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PostPosted: Mon, 26th Aug 2019 22:14    Post subject:
Il_Padrino wrote:
I didn't see any material bending in the video though...?

I actually find the smoke effects the most impressive, especially how it initially reacts to destruction (at 1:37 in the video)


4:50


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ergo28




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PostPosted: Tue, 27th Aug 2019 00:50    Post subject:
Cool


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bart5986




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PostPosted: Tue, 27th Aug 2019 01:35    Post subject:
PickupArtist wrote:
so basicly all objects are tiny little minecraft blocks ... bet its all single player, as otherwize each objects and block needs a netcode equivalent and well ... we are still stuck in the year 2000 when it comes to multiplayer netcode


Netcode has very little to do with the typical problems. Generally "improving netcode" is simply simplifying things that are not too noticeable.

There are multiple problems with multiplayer and this level of destruction

1. The minimum internet speed is likely at least 4x that of another multiplayer game. This limits who can play. There is a lot of upload + download going on.

2. Servers need to be insanely more powerful, this limits who can host servers with a reasonable amount of players

3. The CPU requirements are very high for a lot of players + destruction, which means lower end PC's and consoles can't play without changes.
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Il_Padrino




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PostPosted: Tue, 27th Aug 2019 18:49    Post subject:
VonMisk wrote:
Il_Padrino wrote:
I didn't see any material bending in the video though...?

I actually find the smoke effects the most impressive, especially how it initially reacts to destruction (at 1:37 in the video)


4:50

Thanks!

With the destructions all generated in real-time, it all has to be done server-side to have all players see the exact same result. Yeah, perhaps when we have quantum computers Very Happy
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ClifftonBeach




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PostPosted: Wed, 28th Aug 2019 22:38    Post subject:
Il_Padrino wrote:
I didn't see any material bending in the video though...?

you shitting me? The very first things he demos (the big pipes) are bending
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DXWarlock
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PostPosted: Wed, 28th Aug 2019 22:42    Post subject:
Actually they are not bending they are flexing at the segments. There is no metal plasticity to the pipes. Go watch, in no place is a segment itself flexing into a deformation/stress arch. They flex in the same way your finger bones do.


-We don't control what happens to us in life, but we control how we respond to what happens in life.
-Hard times create strong men, strong men create good times, good times create weak men, and weak men create hard times. -G. Michael Hopf

Disclaimer: Post made by me are of my own creation. A delusional mind relayed in text form.
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Frant
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PostPosted: Thu, 29th Aug 2019 00:16    Post subject:
I guess the network issue could be solved by using a game-streaming service where you send keyboard presses and mouse usage and get audio and video while the actual game is running in a server farm somewhere. However, a solution like that will inevitably have quite a bit of lag depending on your route to the server and your ISP + router. Personally I don't believe in that technology unless it becomes indistinguishable from running it natively on your PC (and even then I don't want to pay a monthly fee in order to play one game or another).


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Frant
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PostPosted: Thu, 29th Aug 2019 00:19    Post subject:
vurt wrote:
... The advancements in graphics is never mind blowing these days, like it used to be...


I guess there's some "law" that says "The closer we get to photo realism, the less improvements will be made to fidelity in games". I can't think of any particular game that has really wowed me graphically since Crysis. Sure, I've seen pretty games since then but they just don't blow my mind at all.


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"The sky was the color of a TV tuned to a dead station" - Neuromancer
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dataschmuck




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PostPosted: Thu, 29th Aug 2019 02:55    Post subject:
I think by pipes "bending" they mean some groups of voxels that form an object (like pipes) can have properties that let their voxels move apart at each segment (to simulate bending), while others have properties (like a chunk of brick wall) that allow no movement between attached voxels (to simulate a solid rigid object). The individual voxels themselves are not changing shape.

Just like in real life, our atoms don't bend, just the space between them grows and shrinks.
Aha!
I've fixed the problem! Just make the voxels as small as atoms and bending can be simulated perfectly!

Will Physx handle that?
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Silent_Lurker




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PostPosted: Thu, 29th Aug 2019 07:34    Post subject:
@dataschmuck
nVidia RTX2 will do it and 10x faster than a RTX1 card for sure.

But you will have to get a Geforce 30X0 for that. Mr. Green


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Karmeck




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PostPosted: Thu, 29th Aug 2019 07:39    Post subject:
Unreal engine did it better:



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Frant
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PostPosted: Thu, 29th Aug 2019 08:48    Post subject:
I believe the physics engine in UE is using a lot of tricks (pre-determined chunks/splits etc.) and isn't comparable to the kind of physics shown in the OT. Sure, it looks purty that UE demo but...


Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn!

"The sky was the color of a TV tuned to a dead station" - Neuromancer
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vurt




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PostPosted: Thu, 29th Aug 2019 12:08    Post subject:
yeah its always rather lame in those engines, and its never fully used anyways.
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Il_Padrino




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PostPosted: Fri, 30th Aug 2019 22:23    Post subject:
Crazy shit!

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