Multiphysics engine

Whether or not we'll see that at work in games is dependent on a whole lot of factors -- if current, or at least near-future, hardware can handle it at acceptable frame-rates simultaneously with the graphic and audio effects (I'd honestly like to see more progress with the physics over the graphics at this point), if upper-management will care enough to spend the time and resources getting their programming teams up to speed on the app, if programming teams will actually take the time to learn a completely new app (unless it's merged with an existing app, but they'll still have to learn the new tools), etc. and so on.

But dear lord, I hope so. That shit makes the Source engine look like Stone Age tech.
 
It looks nice, but can you picture normal gameplay situations where those crazy effects would be relevant? I can't (Besides Wave Race 2010 or something). Not to mention that if they were actually doing all of those calculations in real-time, it would bring current hardware to its knees.

It's a cool presentation of the software, but I don't see this being used in gaming any time soon (and stuff like that can already be done in movies).
 
i think its more suited for pre rendered cutscene in games and movies because rendering so much particles is not something we will see during gameplay for long time yet.

already now the reason that physics in many games doesnt look good is because its limited to fit HW requirements, still the advancement in this is astonishing (interesting how they made it because anything even remotely similar i can think of will need a supper computer)
 
in reality things like this wont be on the common computer for a long time.

1) people focus on graphics, not physics.

2) requires you to pay attention and have an attention span of more than a consoletard

3) wont be available on the common computer until at least biological transistors

enjoy :P
 
There's a finite amount of physMEM you can use on a video card. And gamers don't have supercomputer-grade calculating power in order to do this stuff.

Also... I don't really see the use of this in-game other than for 'wow effect' purposes... Looks cool, but so do good particle effects?
 
again, i want to clear it up its not a game engine... its and engine used for games and movies to create cut scene and special effects, specifically its an XSI ECI addon created by ubisoft developer.

its an upgrade of an existing technologies which has been in use for over decade, according to the developer a this example from spiderman that was prepped for almost 2 years could be done much easier with this also a quick pick in wiki shows a more specific game resumes.
 
TheWesDude said:
1) people focus on graphics, not physics.

You sure about that? I mean...

worldofgoo_screen.jpg


And what about the hype with NVidia PhysX? Physics still play an important role. It's a shame few people take advantage of something so useful for gameplay.

And this kind of physics sure is extremely useful for movies. Particularly the adjustable materials on different keyframes. I don't really know why the OP mentioned games though(I normally put game cutscenes into movies category :P ) which could've caused a bit of a confusion.

Apart from that, maybe this could be used for games as well. But only as pre-calculated physics. Valve did this in Half-Life 2, as well as other companies. They solve and save the keyframes of a physics solution with lots of objects on the scene.
 
i mentioned games because a more simplified solutions with limited poly count are in use in gaming take euphoria engine for example that was SW and also in more commonly known GTA or new NFL or just simple realistic water animations...
because in the end its all about finding the right math, everything else is else is only a matter of precision, the more precise the more power you need.
 
What id like to see is fully destructible enviroments in games, its been my dream since child(it was what drew me into syndicate wars first)

I dunno why, its certainly nothing too fancy in my part, i just enjoy destroying buildings and enviroments. It just makes shooting a weapon in game so much more gratifying.

Also im big fan of physics based puzzle games like world of goo and fantastic contraption, so building is also what i enjoy.... building and destroying, i think freud said something about this....
 
Mutoes said:
What id like to see is fully destructible enviroments in games, its been my dream since child(it was what drew me into syndicate wars first)

Red Faction Guerrilla has destructible buildings. It's kind of fun... for the first 15 minutes, then it's so repetitive, since every building seems to break in the same ways, a lot of structures are reused all the time. Might've been really fun for someone else, but it wasn't to me.
 
Mutoes said:
What id like to see is fully destructible enviroments in games, its been my dream since child(it was what drew me into syndicate wars first)
Agreed. That's why I liked Silent Storm so much. Shooting through doors and walls, blowing off corners of buildings with grenades. AND it's turn-based! :D
 
you dont need physic for this, just pre determined objects that behave a certain way.

physic is not always the solution use very, its just a great solution when you want to make a complex environment and want to put time into planing it instead of drawing sprites for every single scenario you can come up with.


btw here is an example of physic used in a game i just stumbled upon:
http://www.gametrailers.com/video/sdcc-10-hydrophobia/702027
 
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