

Physics, and Destructible environments.
#1
Posted 27 May 2012 - 08:09 AM
#2
Posted 27 May 2012 - 08:10 AM
Edit: Here we go
http://mwomercs.com/...947#entry240947
Edited by Eximar, 27 May 2012 - 08:14 AM.
#3
Posted 27 May 2012 - 08:13 AM
#4
Posted 27 May 2012 - 08:15 AM
#5
Posted 27 May 2012 - 08:18 AM
i have done this in the hexboard game and it was awesome. also what about specifically targeting a mechs leg, and blowing it off?
#6
Posted 27 May 2012 - 08:19 AM
I know a picket fence big enough to hide a mech behind would one heck of a fence, but you get my drift.
#7
Posted 27 May 2012 - 08:23 AM
CompleteTanker, on 27 May 2012 - 08:19 AM, said:
I know a picket fence big enough to hide a mech behind would one heck of a fence, but you get my drift.
Lol, like in MW4 where you can hit a single tree with dual ultra ac20's and it soaks it all up, even though you are shooting through the leaves?
#8
Posted 27 May 2012 - 08:25 AM
CompleteTanker, on 27 May 2012 - 08:19 AM, said:
I know a picket fence big enough to hide a mech behind would one heck of a fence, but you get my drift.
Well in MW4 1 point or 100 points of damage would destroy and be absorbed which was obviously frustrating, if not un realistic. Hopefully MWO can at least surpass this :-D
Edited by John Clavell, 27 May 2012 - 08:25 AM.
#10
Posted 27 May 2012 - 08:32 AM
SteelSnake, on 27 May 2012 - 08:09 AM, said:
Depends, imo it won't pass through it. That would be derpy from the gameplay perspective, using it as cover. So it will have collision.
CE has a procedural destruction system for vegetation, where ever you shoot it, that is where the tree will break. You can also make it break into pre made sections once it takes a certain amount of damage and spawn some particles, leaving debris laying around. Or just poof it out of existence in a cloud of particles. It's all a matter of performance and maybe netcode.
Quote
An unlikely scenario I think. Unless that ledge is an object and not terrain, and is specifically set up to be destructible, then no. All such areas would need to be setup by hand. Consistency, you wouldn't really just make one piece of terrian, ie an outcrop destructible without making a concious design decision on all similar pieces of terrain in the game, Kinda like every barrel.... is an exploding barrel. It's possible, but I don't think one in particular would be the best usage of resources.
#13
Posted 27 May 2012 - 08:49 AM
Ghogiel, on 27 May 2012 - 08:32 AM, said:
CE has a procedural destruction system for vegetation, where ever you shoot it, that is where the tree will break. You can also make it break into pre made sections once it takes a certain amount of damage and spawn some particles, leaving debris laying around. Or just poof it out of existence in a cloud of particles. It's all a matter of performance and maybe netcode.
An unlikely scenario I think. Unless that ledge is an object and not terrain, and is specifically set up to be destructible, then no. All such areas would need to be setup by hand. Consistency, you wouldn't really just make one piece of terrian, ie an outcrop destructible without making a concious design decision on all similar pieces of terrain in the game, Kinda like every barrel.... is an exploding barrel. It's possible, but I don't think one in particular would be the best usage of resources.
I have designed maps with destructible entities in them before, and its not that hard to do. The engine is the tool and its not hard at all. so to say that it would not be a good use of resources isnt very viable. You make the basic terrain then add destructible additions, once the additions are created you can add them in with a click. I personally think it adds much more depth, and realism to any game. Take the original "Red Faction" game for instance. That was half the fun of the game, being able to burrow into a wall and hide, when your opponent walks by, not realizing that there is now a little cave in the wall, you shoot them as they walk by, its a lot of fun, and would be great in this game. I understand that in any aspect it is more work to add something like this, but it adds so much to the game.
#14
Posted 27 May 2012 - 09:13 AM
SteelSnake, on 27 May 2012 - 08:49 AM, said:
Red Faction on a mech forum in a discussion of destroyable things. This comes to mind (so much fun):
As for your tunneling needs, we probably won't fulfill them. But imo, imagine forest maps when Firestarter becomes available. No energy boats allowed. That could make an interesting part of a map, we don't need super destructible enviroments. But then we have city maps, which should have some destruction in them. Cars and lamp posts to walk over at least.

Edited by Adridos, 27 May 2012 - 09:14 AM.
#15
Posted 27 May 2012 - 09:16 AM
Hopefully if they have not already they will add some nice particle effects to really show of the power and scale of the weaponry.
A mechs AC's and Lasers tearing through a forest should cause a ton of debris and smoke. (imagine sitting on the floor of a forest and two giant mechs fighting around you...)
#16
Posted 27 May 2012 - 09:58 AM
Adridos, on 27 May 2012 - 09:13 AM, said:
Red Faction on a mech forum in a discussion of destroyable things. This comes to mind (so much fun):
As for your tunneling needs, we probably won't fulfill them. But imo, imagine forest maps when Firestarter becomes available. No energy boats allowed. That could make an interesting part of a map, we don't need super destructible enviroments. But then we have city maps, which should have some destruction in them. Cars and lamp posts to walk over at least.

that was awesome, and yes, tearing thru the game like in that video would be so awesome. Get pissed and start ripping thru the forest, chucking trees in a mechanized tantrum, lmao, so much fun.
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