BloodSquirrel said:Neat, but what can this engine actually do in real time?
Doubtfully anything, it looks like a 3DS Max plugin so to be honest I think his article is kind of dumb. None of that was real-time.Jamous said:Prettyfuls, but Bloodsquirrel's correct.BloodSquirrel said:Neat, but what can this engine actually do in real time?
Do you guys know if this program was built from the ground up or heavy editting of another system?John Funk said:Snip
HAH! That was both amusing and relevent. And shirts were removed with great frequency in that game.Nick Holmgren said:CLOTH PHYSICS!!!! Really, we need those to improve quite a bit as the biggest issues with heavy rain's graphics was when people took their shirts off the shirt stopped making sense.
Imagine Red faction Guerilla 2 using this *Nerdgasm*GamesB2 said:Ooo very pretty.
This could be used for terrain deformation in a game! Like Fracture 2, if it ever exists.
My computer has an operation while watching this...Zing said:Wow, impressive. My computer cries just watching that.
Well Goddamn.A Pious Cultist said:Doubtfully anything, it looks like a 3DS Max plugin so to be honest I think his article is kind of dumb. None of that was real-time.Jamous said:Prettyfuls, but Bloodsquirrel's correct.BloodSquirrel said:Neat, but what can this engine actually do in real time?
First off, the move toward highly parallel stuff is a result of the inability to push individual cores much further. We can't make cores faster anymore, so we're just piling more on.Nalgas D. Lemur said:In terms of speeding up individual cores/threads/processes, that's true, but for highly parallel stuff, which physics processing of this sort very much so is, things are advancing very quickly, particularly for more specialized processors. Modern video cards are absurdly fast at doing certain specific things, including simulations like this, and they continue to get even more so in a hurry. The problem is that programming for them is currently a huge pain in the ass, not a lot of stuff is standardized or consistent between systems, most people don't have new/fancy enough hardware to take advantage of it (which is why physics engines are generally just used to make stuff pretty and not for anything required for gameplay), and it cuts into your video rendering power if you're not doing it on a separate card. If that all gets sorted out, any remaining problems certainly won't be because of a lack of tech advancing quickly enough, at least in this particular area at the moment.
Pretty sure the part from 2:00 on was real-time.A Pious Cultist said:Doubtfully anything, it looks like a 3DS Max plugin so to be honest I think his article is kind of dumb. None of that was real-time.Jamous said:Prettyfuls, but Bloodsquirrel's correct.BloodSquirrel said:Neat, but what can this engine actually do in real time?