The reason I ("") physics in the thread title is because I don't want anyone pigeonholing it to mean an entire physics based system like BackBreaker. Instead I am referring to Madden 13 having a better representation of physics, like NHL and FIFA, regardless of the specific system utilized.
I read these OS threads and articles;
http://www.operationsports.com/forum...de-thread.html
http://www.operationsports.com/forum...cs-madden.html
http://www.operationsports.com/forum...post2039091830
http://www.ibiblio.org/winget/2009/1...tual-property/
http://www.atomicmpc.com.au/Tools/Pr...px?CIID=280884
http://interviews.teamxbox.com/xbox/...-Interview/p1/
and found somethings I believe to be interesting.
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Originally Posted by Ian_Cummings |
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Both Simon and I have answered this in a number of different threads over the past few months, but in short, it will be a LONG time until you see a FULL replacement of mocap. Recreating ALL of the movements of the human body through some sort of algorithm just isn't feasible or worthwhile yet.
Strictly for collision though, procedural manipulation of pre-existing motion capture is definitely the way of the future (and present). That isn't necessarily all-inclusive to physics either...there is much that can be done with IK, animation layering, dynamic animation swapping, and other technologies outside of physics to get more variety. Meaning, the problems like "lacking animation variety" and "immersiveness" can totally be solved without going to as drastic a solution as "replace all collisions in the game with procedural ones, ensuring that your art team now has zero control over the look of the animations in your game". It's kind of a throw the baby out with the bath water approach...(which is the approach we took in 06 btw and everyone now probably knows it just isn't the best approach in yearly iterative sports titles).
In short, using a combination of motion capture and other run-time manipulation will continue to give you the look that you must have when creating a simulation sports title - which is the look of professional athletes (and not of flailing dead bodies). I'm very curious as to whether NaturalMotion can deliver Backbreaker on their technology without running into that problem. I kind of hope they can, as that will be a great step in the industry towards a problem that has yet to be solved.
Hope that gives you some good background on what we're thinking, at least within the Madden team.
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In Paul F. Roberts’ 2005 article, he presents an example of just how important such technological IP can be. Irish company Havok, developer of the Havok Physics Engine, has sold its tech to several successful game franchises, chief among them the Madden NFL franchise from EA Sports.
Jeremy Strauser [in Nov 2005 referring to Madden 2006]: "Ultimately we ended up re-writing our animation engine and physics engine from scratch. This is a great first step, it is very good and looks great – but we can take this even further in the future with real time physics engines. Real time physics is a huge undertaking on the grand scale needed for a football game, so we didn’t have time to get this type of system in this year’s game. While we are very happy with the animation and physics systems we have, we’re looking forward to even bigger and better things here in this generation of game engine"
[Aaron McHardy, gameplay producer of FIFA 12]“The new Player Impact Engine accounts for every single collision that’s happening on every single frame, and we process that information in real-time. We no longer take a best educated guess at what the outcome will be and try and find an appropriate animation to play. We actually let the two guys collide and let physics tell us what should happen with a little bit of intelligence as far as how the player’s muscle system works to drive their limbs towards where they want to go. Those things put together allow us to do it all in real-time, and it lets a certain amount of time pass where we can actually learn what the new momentum is as a result of the physical interaction between those two players and know that we’re getting an accurate outcome when we play the new animations over top.”
One of EA’s impressive competitive edges is how liberally they share their various engine technologies between developers, by way of a central technology development team. Aaron talked to us about where the other games, such as Battlefield 3, fit into the puzzle.
“So Battlefield is now using the ANT [Animation Toolkit] technology and I think that a lot of people attribute that to FIFA, but ANT is a shared technology at EA; it’s for all of our animation technology. We should give a lot of credit because there have been pioneers before us who have contributed. Games like Fight Night and NHL have tried physics-based collision systems before and we got to learn from their efforts and then tailor our system to take their stuff and incorporate that into what we do.” “Battlefield and a few other games at EA have also adopted FIFA locomotion technology, which is a part of ANT, and that is what Battlefield 3 is really getting a lot of gains from this year. This is the system that we use for our players to run around the pitch that really is conscious of momentum and player weight and turning rates and all of this stuff, and momentum is a key fundamental part for our locomotion engine. And that’s what Battlefield has incorporated into their game”
I posted all that for context to the point that I wouldn't be surprised to see a more physics based system in Madden 13, similar to FIFA's Player Impact Engine and the read and react system mentioned in NCAA 13's playbook being based on FIFA's
Pro Player Intelligence, the same way Madden 12's DPP seems to be based on FIFA 11's
Personality Plus. I really think FIFA and EA Canada are the "canary in the coal mine" for EA football at this point, since they seem to be contributing the most "revolution" to EA gaming technology.
Do you think Madden 13 will implement better representation of physics and why?