Edited by Bashfulsalamander, 08 May 2014 - 12:02 AM.
Destructible Environment
#1
Posted 08 May 2014 - 12:00 AM
#2
Posted 08 May 2014 - 12:11 AM
yeah, love those features that never happened. Not even "after beta" Shame really. Yet another example of this games potential being held back.
#3
Posted 08 May 2014 - 02:55 AM
Or make a hole with your ACs through a building and use it for shooting with a bit more cover.
Or pick up an arm ripped off from another 'mech and use it as a baseball bat.
[... could go on for a while ...]
Quoting a movie and giving it a little twist: "THIS IS ..... SPART.... (erm) PGIIIIIII"
#4
Posted 08 May 2014 - 04:03 AM
#5
Posted 08 May 2014 - 04:07 AM
#7
Posted 09 May 2014 - 07:40 AM
This has been addressed before,
- enabling destructible objects within the environment requires creating new artwork and multiple states for each object,
- for anything that can be damaged, it needs to be constantly tracked and updated over everyone's system
- After an object is damaged or knocked down how long does it stay in the environment before being removed
- Are there consequences rendered on other objects if one element is destroyed, collateral damage
- Is physics enabled on an objects destruction, damage state or explosion
- will the destruction of an object effect movement, do knocked down buildings or trees block roads or routes
- can the destruction of an object cause damage to the element the Pilot is in
- where do you stop at items in the environment being destructible, just small terrain elements or is the entire world now rendered to that state. (we're going to need a bigger computer for that)
All these are nice eye candy, but this game is server authoritive, and not residing on your hard drive. The amount this would tax most systems, would eliminate anything below a great to very good gaming set up. And probably require the rendered game arena distance to be dropped to 100's of meters and not the 1km + we see now. The net traffic alone word probably push everyone beyond what a stable game could handle.
Now on the plus side, PGI is looking into some items or objects being able to exist in different states. The next game mode, Attack/Defend will have elements that may be destroyable, defensive structures and such. And there was discussion about the next map the 'Jungle' having items that can be destroyed or damaged, so some hope. But, it's all a matter of resource management and keeping a stable game environment. And one that doesn't cause players to run with pings well outside what's playable.
9erRed
#8
Posted 09 May 2014 - 09:46 AM
#9
Posted 09 May 2014 - 10:43 AM
I don't actually think the vehicles are separate objects on the terrain. Since we can just walk through them now like trees. They would need to be changed to dynamic objects and given all the characteristics associated with that type of object.
9erRed
Edited by 9erRed, 09 May 2014 - 10:45 AM.
#10
Posted 09 May 2014 - 01:02 PM
9erRed, on 09 May 2014 - 07:40 AM, said:
This has been addressed before,
- enabling destructible objects within the environment requires creating new artwork and multiple states for each object,
- for anything that can be damaged, it needs to be constantly tracked and updated over everyone's system
- After an object is damaged or knocked down how long does it stay in the environment before being removed
- Are there consequences rendered on other objects if one element is destroyed, collateral damage
- Is physics enabled on an objects destruction, damage state or explosion
- will the destruction of an object effect movement, do knocked down buildings or trees block roads or routes
- can the destruction of an object cause damage to the element the Pilot is in
- where do you stop at items in the environment being destructible, just small terrain elements or is the entire world now rendered to that state. (we're going to need a bigger computer for that)
All these are nice eye candy, but this game is server authoritive, and not residing on your hard drive. The amount this would tax most systems, would eliminate anything below a great to very good gaming set up. And probably require the rendered game arena distance to be dropped to 100's of meters and not the 1km + we see now. The net traffic alone word probably push everyone beyond what a stable game could handle.
Now on the plus side, PGI is looking into some items or objects being able to exist in different states. The next game mode, Attack/Defend will have elements that may be destroyable, defensive structures and such. And there was discussion about the next map the 'Jungle' having items that can be destroyed or damaged, so some hope. But, it's all a matter of resource management and keeping a stable game environment. And one that doesn't cause players to run with pings well outside what's playable.
9erRed
Thanks for the detailed information. Why is it though that games like the Battlefield franchise can handle destructive environments but MWO can't? Does Cryengine 3 have different limitations? Or is it just that PGI's servers aren't as up to the task as a game franchise as Battlefields' are?
#11
Posted 10 May 2014 - 02:12 PM
The Battlefield games use the Frostbite engine and are also geared for consoles as well as Pc's. They are not server authoritive in there gameplay. And thus can be or are 'hacked' on a regular basis. (but they are getting better)
- MWO requires everything to be checked through the server and compared to the client's current actions.
- This works out to two actual games being played and mirrored, server as authority.
As stated, the more objects that need to be 'state checked' to indicate if they have changed, the number of player controlled elements moving around the environment, every weapon fired and what it encountered to it's max range. And the list just grows for each item that can be changed or has multiple states it can be in.
MWO doesn't have this process defined to the state that we can operate in a stable game, yet. Karl gave a much better definition about the issues they are currently running into and what they are doing to improve where they want to go.
9erRed
#12
Posted 10 May 2014 - 09:01 PM
#13
Posted 11 May 2014 - 07:33 AM
Buildings could be destroyed by level, the server keeping track what level each building is collapsed to and how much damage is required to reduce it by the next level increment.
Edited by Stardancer01, 11 May 2014 - 07:33 AM.
#14
Posted 11 May 2014 - 10:50 AM
#15
Posted 13 May 2014 - 03:08 PM
Update from Karl about destructibility in the game environment:
Destructible environment;
A: There are several complications here. From the engineering side, it depends heavily on the amount of interactivity that dynamic terrain is expected to bring to the game. If you could shoot out bridges that other players were standing on for instance, that results in very difficult to resolve latency issues with the game simulation. It also results in very high rewind costs, as the set of rewindable entities has now grown to include these destructible objects. If the destruction is purely visual, then the engineering concerns are much smaller.
On the level design side, interactive destructible environments mean that sight lines and movement paths can change. The map designers would have to be very conscious of those dynamic differences, and ensure that no combination of destroyed assets results in negative gameplay mechanics. Purely visual destruction also mitigates these risks.
For the artists, they would need to build all of the destructible assets to be put in-game. I've been told that this is a monumental amount of work.
... end info update.
Additional on this update to Destructible elements;
A: Ahh, I thought you were talking about crumbling buildings and such. For visual collision work, such as trees and other small rigid bodies; there is a bunch of work I need to do first before the artists can add these sorts of assets to the maps.
It's not as simple as the artists simply dropping rigid body assets into the map, due to all the networking changes we've had to make to the engine. I've been proceeding with this work on the side, as time permits, but it's not at the point where I can hand this off to the artists quite yet.
9erRed
Edited by 9erRed, 25 May 2014 - 03:33 PM.
#16
Posted 16 May 2014 - 04:25 PM
#17
Posted 16 May 2014 - 04:38 PM
#18
Posted 17 May 2014 - 12:01 PM
I (like many of you, it would seem) would like to see destructible environmental assets. The change to the dynamic of the game would be interesting and exciting. But (and this is a biggie) with a server-authoritative game, this would push up the bandwidth requirements and server overheads immensely. Sure, it's something I would like the devs to do, but there is a heck of a lot that needs to be done first. Also, something like this should not, in my opinion, be considered until regional servers are in place (if they ever arrive... ).
#19
Posted 18 May 2014 - 02:52 PM
Destructible terrain is not possible in CE2, dubt it is in CE3.
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