Havok destruction integration in source.

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Re: Havok destruction integration in source.

Postby Chopium on Mon Jan 04, 2010 5:25 am

To tell the truth, I think the devs can do right damn fine without all the bells and whistles of other engines. They rely more-so on their artistic ability at Valve. While this technology might be right-n-side with the "next-gen" engines, there will always be a golden path for those who wait. When Valve adds a new asset to their engine, it really pops out as "needed" instead of novelty. Like when they added physics and cinematic physics. The features felt like they belonged there fully.

They sure do know how to wow an audience.
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Re: Havok destruction integration in source.

Postby Jangalomph on Mon Jan 04, 2010 5:52 am

Yeah, I mean i wouldn't have a problem.. its just i can't create any thing that can explode like that model wise. I can do the particles. But i can't model something to do that.
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Re: Havok destruction integration in source.

Postby Terr on Mon Jan 04, 2010 7:17 am

Physics must be carefully implemented or they hurt gameplay.

Several times in Crysis-based games, I've died in ways which made me simply rage. Like trying to walk in a gap between a wall and a crate, bumping the huge well-secured crate slightly, and being crushed to death by the return swing. Or in a Zero-G environment, brushing up against a slow-moving free-floating little bit of metal grating--that I ought to be able to brush out of the way--which somehow manages to mangle me.
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Re: Havok destruction integration in source.

Postby Jangalomph on Mon Jan 04, 2010 8:39 pm

Well that's more of a physics bug toward the player.

I just want a game where i can shoot something and it literally breaks, Like a wall. I want Things to chip, bend, break, snap etc. I've always wanted a game like it. And i want it to be a different fracture/break/chip every single time. So the day when a real game like that comes out, I'm gonna die.
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Re: Havok destruction integration in source.

Postby Spike on Mon Jan 04, 2010 11:36 pm

jangalomph wrote:Well that's more of a physics bug toward the player.

I just want a game where i can shoot something and it literally breaks, Like a wall. I want Things to chip, bend, break, snap etc. I've always wanted a game like it. And i want it to be a different fracture/break/chip every single time. So the day when a real game like that comes out, I'm gonna die.


Crysis
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Re: Havok destruction integration in source.

Postby Armageddon on Mon Jan 04, 2010 11:40 pm

Starwars: The Force Unleashed
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Re: Havok destruction integration in source.

Postby Spike on Mon Jan 04, 2010 11:47 pm

Armageddon wrote:UE3 physics suck! They have no water impact and ragdolls suck. There all jittery... Not to mention completely static environments.

UE3 maps are so static because it's a multiplayer game...
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Re: Havok destruction integration in source.

Postby Jangalomph on Tue Jan 05, 2010 12:41 am

Spike wrote:
jangalomph wrote:Well that's more of a physics bug toward the player.

I just want a game where i can shoot something and it literally breaks, Like a wall. I want Things to chip, bend, break, snap etc. I've always wanted a game like it. And i want it to be a different fracture/break/chip every single time. So the day when a real game like that comes out, I'm gonna die.


Crysis


Crysis doesn't have these physics. :smt021
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Re: Havok destruction integration in source.

Postby Corigami on Tue Jan 05, 2010 2:22 am

The trees break dynamically.
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Re: Havok destruction integration in source.

Postby staberas on Tue Jan 05, 2010 11:57 am

i believe everything is possible if you have time & money, the real question is does it worth the it ? or it will look and feel the same way as the prerender one that tooked less time to be produced
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Re: Havok destruction integration in source.

Postby Jangalomph on Thu Jan 07, 2010 9:36 pm

Corigami wrote:The trees break dynamically.


I'm talking more of buildings and stuff. Not nature plants. :P
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Re: Havok destruction integration in source.

Postby Corigami on Thu Jan 07, 2010 9:54 pm


Last edited by Corigami on Thu Jan 07, 2010 9:58 pm, edited 1 time in total.
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Re: Havok destruction integration in source.

Postby Major Banter on Thu Jan 07, 2010 9:57 pm

staberas wrote:i believe everything is possible if you have time & money, the real question is does it worth the it ? or it will look and feel the same way as the prerender one that tooked less time to be produced


Don't forget, it's got to also run on the myriad of graphics cards, processors, RAM amounts, blah blah blah blah. And perform well.



Multiplayer is no longer an excuse for poor physics.
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Re: Havok destruction integration in source.

Postby MNM on Fri Jan 08, 2010 8:29 am

Corigami wrote:

Did he just shoot a few rounds in to a massive concrete wall and the entire corner of that house collapsed?
When in doubt, VDC.
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Re: Havok destruction integration in source.

Postby The Wanderer on Fri Jan 08, 2010 10:50 am

MNM wrote:Did he just shoot a few rounds in to a massive concrete wall and the entire corner of that house collapsed?

It's called "Fracture" and it's a new feature. You also get the fracture editor in UDK, in which you can convert any model you make into a breakable and select where you want the support be, how much mass it should be, etc...

It's really great once you get the hang of it, only downside is huge increase in tricount :P
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