Some questions about InGame-Physik


(Pit / quakewars-online.de) #1

Hy

I would like to ask some things about the Physik of ET:QuakeWars.

I already saw some realy interesting looking Videos about the Physiks. I saw that the player is able to destroy single wheels of the Vehicles.

But now I have some more questions, what will be possible with the InGame-Physik?
How will the Physik work InGame?
Will it have an strong effect on Gameplay?
Will the player be able to destroy the environment?

I hope you can spend some time for me and it would be great to get some answeres on thouse Questions!
If there were more features of the Physik I should know please let me know them.


(kamikazee) #2

Wait and see. I think that game physics cannot be expressed in decent formulae or words.

What is known is that the MegaTexture will change the vehicle’s terrain handling, less wheels will mean a less stable vehicle and no wheels probably means you need to fetch a new set before you can speed away.

I’m not aware of a highly destructable environment, probably the best you’ll get are some windows and other misc. stuff.


(Zarkow) #3

I’m pretty sure megatexture-tech is separated from gamecode regarding vehicles and destroyed bodyparts.


(ayatollah) #4

I’m pretty sure megatexture-tech is separated from gamecode regarding vehicles and destroyed bodyparts.[/quote]

I think I remember reading somewhere that if you are driving on the grass you will have different handling than on the road, so I think there is some tie in to the gamecode.


(Hakuryu) #5

It has been mentioned many times that the megatexture will affect vehicle traction. If you are driving on a road you will have better traction then when you are driving on sand for example.

Think about it. Instead of having a seperate ‘map’ of traction overlayed on the terrain, this traction information is derived directly from something already overlaying the terrain- the megatexture.


(nappy) #6

Read the interview for details. Pretty much everything we know has come from interviews.

http://www.computerandvideogames.com/article.php?id=132507


(thepiman) #7

ok here is physics is one line F=m*dv/dt

notice the derivative can’t do physics with out calc.


(Zarkow) #8

It has been mentioned many times that the megatexture will affect vehicle traction. If you are driving on a road you will have better traction then when you are driving on sand for example.

Think about it. Instead of having a seperate ‘map’ of traction overlayed on the terrain, this traction information is derived directly from something already overlaying the terrain- the megatexture.[/quote]

You misread my post. The gamecode grabbing friction-values from Megatexture-compile is one thing, but the Megatexture doesn’t “What is known is that the MegaTexture will change the vehicle’s terrain handling, less wheels will mean a less stable vehicle and no wheels probably means you need to fetch a new set before you can speed away.” in the sence that the megatexture affect the vehicle when it is damaged.

It’s the gamecode that affects the vehicle. The friction-value is only that. A value.

Anyone, very minor objection, but some people toss around the word like Megatexture is in itself a multitude of techs that does a lot of wierd things.


(kamikazee) #9

All that because my original post should actually be read as

What is known is that the MegaTexture will change the vehicle’s terrain handling. Furthermore less wheels will mean a less stable vehicle and no wheels probably means you need to fetch a new set before you can speed away.

The first comma should have been a full stop or a semicolon, which changes the meaning depending on how you read it the first time.

Sorry for being a little cryptic here and there.


(Hakuryu) #10

It has been mentioned many times that the megatexture will affect vehicle traction. If you are driving on a road you will have better traction then when you are driving on sand for example.

Think about it. Instead of having a seperate ‘map’ of traction overlayed on the terrain, this traction information is derived directly from something already overlaying the terrain- the megatexture.[/quote]

You misread my post. The gamecode grabbing friction-values from Megatexture-compile is one thing, but the Megatexture doesn’t “What is known is that the MegaTexture will change the vehicle’s terrain handling, less wheels will mean a less stable vehicle and no wheels probably means you need to fetch a new set before you can speed away.” in the sence that the megatexture affect the vehicle when it is damaged.

It’s the gamecode that affects the vehicle. The friction-value is only that. A value.

Anyone, very minor objection, but some people toss around the word like Megatexture is in itself a multitude of techs that does a lot of wierd things.[/quote]

I misread this post also. I really tried reading it a few times, and I’m still stumped. The only thing I can make out is a vague insult that I’m a person that acts like MT does everything.

Your first post:

I read "MT tech

 does not affect vehicles", and I'm not sure I misread it, but you just didn't get your point across.

(Nail) #11

maybe this will help:

"Instead of having a simple physics box (representing a vehicle) that moved across smooth terrain, we knew we wanted vehicle roles that reinforced the game’s character classes, and route types that constrained the types of vehicles that could use them – we wanted jumps, off-roading and better flying physics. Jan Paul from id Software and Gordon Biggans from Splash Damage worked together, and what we’ve ended up with is something more akin to a single-player vehicle physics engine, where suspension, propulsion, collisions and feedback are much more realistic. This is key to gameplay, because although we use a traditionally arcade-like control scheme, we want the feedback (and therefore the sense of what you can accomplish in the vehicles) to be realistic.

The proof for me that we’d achieved this came when we first implemented analog controller support. With more accurate analog control over the vehicles (the rate of acceleration, turning or braking) than you can get with a keyboard, I noticed that our physics system felt like a good single-player console racing or adventure game, and nothing like the bad multiplayer vehicle experience I’d grown used to in the past. I’m really pleased with the outcome. As we approach beta we’re now focusing on tuning the controls for keyboard and mouse, to simulate the benefits that come from analogue controllers use."

“We could now derive vehicle traction, particle effects, audio effects and various other gameplay affecting elements from the MegaTexture itself (rather than relying on the underlying polygons). This gave us far greater accuracy for these effects, yet used even less polygons.”


(Pit / quakewars-online.de) #12

That were the Infos I needed, thank you very much. And thx to all the other answeres!