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MutoidMan
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Posts: 2,232
Warmonger Operation: Downtown Destruction

on Friday, November, 30, 2007 6:33 PM
If you have the PC for it, you need to get a PhysX card (if you haven't got one already - $99.99 after rebate at BFG Tech and download this free game. Seriously, it's really very cool. The PPU - physics processing unit - adds so much to the atmosphere and realism of a FPS that games that don't use it seem kind of flat somehow.where to buy abortion pill http://blog.bitimpulse.com/template/default.aspx?abortion-types buy abortion pill online

"We are, after all, not God." - Cmdr. J. J. Adams
"C is for cookie. That's good enough for me." - Cookie Monster
"If money is the root of all evil, I'd like to be a bad, bad man." - Huey Lewis & the News

Most recent PC game collection update: 04/12/2012. Check it out!
 
David1
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Posts: 147
Re: Warmonger Operation: Downtown Destruction

on Saturday, December, 01, 2007 4:55 AM
It's a little different, but I'm not sure that it's all that destructable. Crysis seems a little more destructible than this... I mean, an explosive can blow through *some* concrete, but not re-inforced concrete? Bullets blow bits of thin wood to pieces rather than simply punching through?

Yet the same explosives that make short work of huge pieces of concrete wall barely move a car, and it's general shape remains intact.

I think this stuff has a LONG way to go... Although I did like the effect on the hanging material... After seeing the Phys-X demo, I was wondering when someone would do that.. It's fun to cut the flags in half

Don't get me wrong, It's a nice demo, and was fun to try (Thanks for the suggestion but I think it shows how far these games really have to go.

Realistic physics are nice, but you need to apply them to everything.

I'm not sure how much processing power that's going to take up, but otherwise, it's still just in-game physics.

BTW, My son is playing with Crysis right at the moment. His latest idea is to blow the tops off all the trees and haul the green away to make a landscape of just poles.


David1


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Traahn
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Posts: 3,301
Re: Warmonger Operation: Downtown Destruction

on Sunday, December, 02, 2007 1:43 AM
Your post reminded me that I like checking this PhysX site once a year or so. Has news updates, videos and tech demos regarding the Aegia PhysX PPU...

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I'm getting out of here right now, and you guys are invited. -----^
 
MutoidMan
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Posts: 2,232
Re: Warmonger Operation: Downtown Destruction

on Friday, December, 07, 2007 1:21 AM
David1 Wrote:It's a little different, but I'm not sure that it's all that destructable. Crysis seems a little more destructible than this... I mean, an explosive can blow through *some* concrete, but not re-inforced concrete? Bullets blow bits of thin wood to pieces rather than simply punching through?

Yet the same explosives that make short work of huge pieces of concrete wall barely move a car, and it's general shape remains intact.

I think this stuff has a LONG way to go... Although I did like the effect on the hanging material... After seeing the Phys-X demo, I was wondering when someone would do that.. It's fun to cut the flags in half

Don't get me wrong, It's a nice demo, and was fun to try (Thanks for the suggestion but I think it shows how far these games really have to go.

Realistic physics are nice, but you need to apply them to everything.

I'm not sure how much processing power that's going to take up, but otherwise, it's still just in-game physics.

BTW, My son is playing with Crysis right at the moment. His latest idea is to blow the tops off all the trees and haul the green away to make a landscape of just poles.


David1

I'm curious if you have a PhysX card, because it's required in order to really experience the effect that hardware-accelerated physics has on gameplay.

I really don't have a problem with being unable to destroy the steel-reinforced concrete, among some other things. The way the destructability is handled, less powerful weapons either don't have enough power to destroy certain materials, or can't do it as quickly as more powerful weapons. Some things just can't be destroyed for the sake of general map flow, gameplay, and framerate.

The buildings and walls can be stripped down to pretty much their steel frames, as can most walls. Cars and buses can be dented but not really moved as I imagine they were designed to be static obstacles that can be used as cover.

There has to be a balance between destructability and playability. If everything were destructable then the landscape would soon be a featureless pile of rubble and your PC would grind to a halt trying to render every piece of debris. The PPU can handle the debris, but the CPU still has to feed the info to the GPU and the GPU still has to render it all.

The physics in Crysis are good for software physics but are mostly FX physics and not gameplay physics. For example, there's a screenshot from Crysis on the web of a hut on stilts with three of its four stilts shot out yet the hut is still standing as if all four stilts were there.

The hardware-accelerated physics in UT3 are very impressive, also.where to buy abortion pill abortion types buy abortion pill online

"We are, after all, not God." - Cmdr. J. J. Adams
"C is for cookie. That's good enough for me." - Cookie Monster
"If money is the root of all evil, I'd like to be a bad, bad man." - Huey Lewis & the News

Most recent PC game collection update: 04/12/2012. Check it out!
 
David1
User

Posts: 147
Re: Warmonger Operation: Downtown Destruction

on Friday, December, 07, 2007 6:27 PM
Unfortunately, I don't have a PhysX card, although I do have a crossfire, which is supposed to offload physics processing to the second card sometime in the near future.

The idea of variable levels of destructability is still an interesting idea. As you get bigger weapons, the choices to your character open up and you can chase someone through a wall rather than around it.

But I guess the limitations of a game engine are what I tend to notice. I used to play and review a lot of games way back and once in a while something came along that suprised me, such as Tek-War... The game sucked, but it was the first realistic urban setting for such a game I could remember and had quite a few good ideas that everyone else quickly copied.

The level of destructability and physics in Warmonger are something I'll remember for a while... No doubt something others will copy quickly.

But while I was playing I thought it would have been nice if the car roofs could crumple and the doors be blown off.

In fact, I'm still waiting for something simple like doors blowing off to happen... But it seems that only window's break in recent games. I know doors don't blow off in real life from the video's on you tube, but walls don't explode when shot either IRL.

Although they did do the exploding vehicles quite nicely in Crysis even if they stay mostly intact (eg, you can shoot out tires).

Crysis physics are in a world of their own aren't they I shot down a tree near the ground, then shot off the top as it fell, and the trunk was left neatly suspended in the air, across the road. Like magic.

You're right that this is something a good physics card wouldn't miss.

Something I played recently which suprised me was the COD4 demo... I was hiding out the back of a house when bullets started coming down around me. When I looked further into where they were coming from, I realised someone was shooting through a wall at me.

I guess people think of new ways to add realism every year

David1


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