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Old 03-23-09, 09:46 PM   #1
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Default Techniques Some Devs Failed To Use

One of the cool things that Crytek and Valve have used is object movement like rolling cans to boxes and even ragdoll.

One of the devs who have been inovative doesn't offer certain physics is ID software, in all the Quakes or even doom series to the latest games don't offer the cool berril rolling features like that in Crysis or even Half Life series.

These guys pretty much have started it all in the FPS but don't offer cool physixs like the other devs.

Why is this?

Carmack stated he wan'ts to dive into the future of technology and offer up some out of this world stuff in games but the other have stped up and offered it and even better.

What happen to the famous human compiler?
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Old 03-23-09, 11:47 PM   #2
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Default Re: Techniques Some Devs Failed To Use

Did you eat paint chips as a child?
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Old 03-24-09, 12:24 AM   #3
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Default Re: Techniques Some Devs Failed To Use

Carmack just never cared for advanced physics engines.
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Old 03-24-09, 12:31 AM   #4
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Default Re: Techniques Some Devs Failed To Use

Doom:RoE and Doom both had some minor physics details, but nothing major.
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Old 03-24-09, 12:37 AM   #5
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Default Re: Techniques Some Devs Failed To Use

let's see if that changed for rage and doom 4.
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Old 03-24-09, 01:01 AM   #6
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Default Re: Techniques Some Devs Failed To Use

I did love the bug where you can accelerate jumps repeatedly similar to circle jumps in crysis in Q3A. But ya to answer your question John Carmack never seemed to pay much attention to physics from the start.
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Old 03-24-09, 02:28 AM   #7
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Default Re: Techniques Some Devs Failed To Use

Quote:
Originally Posted by Zhivago View Post
Did you eat paint chips as a child?
Wow, you catch on fast their shaw.

Go soak your weak head you thing.
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Old 03-24-09, 02:51 AM   #8
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Default Re: Techniques Some Devs Failed To Use

doom 3 has physics, he never cared for it but did it anyway. And then said how his implementation would scale, whereas havok would crumble with lots of items.

Of course the wrench standing on it's end when it was dropped from a zombie kinda ruined it.
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Old 03-24-09, 03:56 AM   #9
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Default Re: Techniques Some Devs Failed To Use

Actually imo Quake3 has a technique that hasn't been seen since, atleast in such a specialised form. I am refering to arches...either on walls or in floors, the engine tessellated round edges in realtime to allways be ultra smooth no matter how close you were. Now today we have pretty advanced LOD, but I still see crappy looking barrels and other "round" objects today that normal LOD can't save.
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Old 03-24-09, 05:13 AM   #10
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Default Re: Techniques Some Devs Failed To Use

I think all resources should be poured into perfecting boob physics.
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Old 03-24-09, 06:02 AM   #11
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Default Re: Techniques Some Devs Failed To Use

Quote:
Originally Posted by crainger View Post
I think all resources should be poured into perfecting boob physics.
+1, oh yes just to see the small ripples in a slow motion would be worth the price of a addon card.
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Old 03-24-09, 06:08 AM   #12
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Default Re: Techniques Some Devs Failed To Use

yeah, I'd even buy a console just dedicated to that. Oh wait I did. Xbox + Extreme Beach Volley Ball.
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