

Softbody physics in Cryengine 3
#1
Posted 29 May 2012 - 11:52 AM
Check out this cool demo for the soft body physics system. It really shows how far they might be able to push the damage model in MWO.
#2
Posted 29 May 2012 - 11:55 AM
Also note that they specifically defined the object as not animated. Mechs have to be animated or else they can't walk or turn their torsos or their arms or yeah.
Edited by Applejack, 29 May 2012 - 11:57 AM.
#3
Posted 29 May 2012 - 12:02 PM
#4
Posted 29 May 2012 - 12:10 PM
#5
Posted 29 May 2012 - 12:12 PM
#6
Posted 29 May 2012 - 12:40 PM
#7
Posted 29 May 2012 - 12:59 PM
#8
Posted 29 May 2012 - 01:17 PM
Applejack, on 29 May 2012 - 11:55 AM, said:
I think what they're saying is that the damage itself, such as body panels moving and falling off, is not the result of them being animated, not that the object to be damaged can't contain any animation. The truck used in the demo was itself animated, or contained animated parts (wheels, suspension, the frame twisting, etc.). The quote form the video is "Nothing is pre-defined, rigged, or animated," there's no mention of any incompatibility with model animations.
#9
Posted 29 May 2012 - 01:23 PM
#10
Posted 29 May 2012 - 01:35 PM
But the car models must be insane amounts of work to create... I want a job as a car modeler!

Edited by Orion Pirate, 29 May 2012 - 01:39 PM.
#11
Posted 29 May 2012 - 01:48 PM
no really, its on fire!
#12
Posted 31 May 2012 - 03:50 PM
#13
Posted 31 May 2012 - 04:24 PM
I imagine very little of that technology can be utilized in MWO due to them pointlessly adhering to the traditional TT mech sections. With those giant sections you can't have such specific locational effects on the mech models like you see with that truck.
Ugh, it was such a huge mistake on PGI's part to not redo the TT damage model. It's going to haunt this game for a long time, constantly hold back or elevate particular mechs due to hitbox modeling advantages, et cetera.
Sad.
#14
Posted 31 May 2012 - 04:24 PM
I haven't seen anything about PGI pushing boundaries on physics on any large level.
I haven't heard if they are even using any type of 3rd party physics engine, but there hasn't been much use of physics from what I've seen.
There is ballistics and jumpjet physics but I have not witnessed much outside of that.
As far as the weapon impact shake I've seen, I'm not sure if it's physics based.
People have desired some destructible environments but it's not going to be in the game.
So far they don't seem to be leveraging physics too much, even in the environment.
Edited by MadBoris, 31 May 2012 - 04:25 PM.
#15
Posted 31 May 2012 - 04:38 PM
Who isnt to say in 2 years time this couldnt be used for the Mechs..? and incorporated into a major update.
Think of this, MWO has no people.. so they can get a bit crazier in the mechanics since they don't have to worry about faces and smooth body movement.
I would LOVE to see mechs move and get destroyed like this truck.. CE3 is going to be the engine of a LOT of awesome games.. Im just ecstatic MWO is using it.
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