Dark Souls II Director Wants Next-Gen Physics, Not Graphics

Ickorus

New member
Mar 9, 2009
2,887
0
0
I totally agree with him, there is so much that can be done with better physics that it is insane, honestly I'm most excited for realistic water physics, progress is being made in that but it still has a ways to go.

As a side-note, when I read the title I immediately thought of this game: http://www.baremettle.com/
 

TiberiusEsuriens

New member
Jun 24, 2010
834
0
0
RT said:


Even though I don't like Dark Souls.
^ Made my day.

This trailer for next gen AssCreed is like porn for physics geeks. Some of it it new stuff, some old (but overlooked) stuff, but it shows just the tip of the iceberg what next gen physics will be able to do. (http://www.gametrailers.com/videos/jac8vv/assassin-s-creed-iv--black-flag-next-gen-walkthrough)
 

kurokotetsu

Proud Master
Sep 17, 2008
428
0
0
Vrach said:
Dude, we have barely any physics at all, there are only the very basics and whatever a certain game needs (bullet drop is fine, but the wind doesn't affect it at all, really?). Ragdoll effects are ridiculous (Souls games are a great example of how annoying it is to have a body stuck to you like it weighs as much as a feather, despite being three times your size), most terrain and medieval buildings are more resistant to explosions than a nuclear bunker, I could go on. There is PLENTY to do in the physics department and while it doesn't add much at first glance, it does in whole make the world come more alive.

I do however agree with you. Better AI is very much needed, both to make the games come alive and get away from the simplistic and silly AI we have now. But that doesn't mean we're done with physics, far from it :)
But basics is what is needed. Everything else is resource cunsumption in cosmetic effects and world building. Look here http://www.exteriorballistics.com/ebexplained/5th/32.cfm to see how wind affect bullets in real life. In most FPS I play, you don't have a line of sight of 600 yards, where the effect is noticiable (and still relativeley small) with a standard wind. DO you want to do those calculations all the time, which are pretty intensive and problematic? That wouldn't add much, unless you are sniping all the time in large ranges, while bullet drop is moreimportant. Ragdoll are cosmetic to my experience, and while they add to the experience, adding weight might also make things unplayable (a large corpse staying in fornt of a doorway you have to cross) while adding little to the experience. Also, I doubt your claim that medival structres are that strong (they are falling to pieces after all), while nuclear bunkers are more efficeint and has better materials. Of course there are a lot of things you could do, but it is cosmetic and world building, not that much affecting gameplay, so I think that AI is priority.
 

Infernal Lawyer

New member
Jan 28, 2013
611
0
0
kurokotetsu said:
Vrach said:
Dude, we have barely any physics at all, there are only the very basics and whatever a certain game needs (bullet drop is fine, but the wind doesn't affect it at all, really?)... Most terrain and medieval buildings are more resistant to explosions than a nuclear bunker, I could go on. There is PLENTY to do in the physics department and while it doesn't add much at first glance, it does in whole make the world come more alive.
Also, I doubt your claim that medival structres are that strong (they are falling to pieces after all), while nuclear bunkers are more efficeint and has better materials. Of course there are a lot of things you could do, but it is cosmetic and world building, not that much affecting gameplay, so I think that AI is priority.
I think his point is that terrain and buildings in videogames tend to be indestructible for the sake of simplicity, even in games when you are capable of killing powerful foes. Take Borderlands (just my favorite example): By the end of the game when you've killed the biggest and baddest boss with thousands of bullets and rockets, you go back to the first stage, and nope, you STILL can't knock over a mailbox or blow up a tent, unless it was specifically scripted to crumple when you did some mission objective or other. Even in the flashiest games, programmers don't bother to breath any life into the world unless it's central to gameplay (e.g. explosive barrels) or to just shove in more polygons.