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should ufc 4 use euphoria engine?

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View Poll Results: should ufc 4 use euphoria?
yes 8 57.14%
no 4 28.57%
other 2 14.29%
Voters: 14. You may not vote on this poll

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Old 05-29-2018, 01:22 AM   #17
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Re: should ufc 4 use euphoria engine?

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Originally Posted by Find_the_Door
Euphoria was originally supposed to debut in an unnamed Indiana Jones title but it was ultimately canned. I know it was used in Natural Motions "Backbreaker" which was a football game released in 2009.

https://youtu.be/01ZyYewCAH4

Since it hasn't really been used much to my knowledge.
Just Rockstar games but only on death animations. (Like GTA and Red Dead Redemption series both use it)
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Old 05-29-2018, 01:24 AM   #18
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Re: should ufc 4 use euphoria engine?

Quote:
Originally Posted by Reinfarcements
Just Rockstar games but only on death animations. (Like GTA and Red Dead Redemption series both use it)
Roger that - yeah it's been used sparringly. I'd imagine it has a lot to due with computational CPU deficiencies in these consoles as it's a pretty complex engine.
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Old 05-29-2018, 12:31 PM   #19
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Re: should ufc 4 use euphoria engine?

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Originally Posted by johnmangala
Come on now, EA UFC 3 does not have a ragdoll effect like GTAV.
That's partly because in GTA V, they're dying, they won't have specific interactions again. They're also flying out the windows in car crashes, so they'll tend to look more spectacular.

In EA UFC 3, they gotta worry about putting the fighters in a position that will allow a follow up FTF, somewhat quickly. They also need to worry about preventing the exagerated physics that were quite common in UFC 2.

I'm not saying I'm totally satisfied with the result. I simply suspect Euphoria wouldn't solve it.
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Old 05-29-2018, 12:42 PM   #20
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Re: should ufc 4 use euphoria engine?

No

I dont want anymore brand new engines

I want more depth and tweaks to what we currently have

Everytime something is completely revamped you’re pretty much starting over with animations
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Old 05-30-2018, 01:46 AM   #21
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Re: should ufc 4 use euphoria engine?

I'm inclined to agree with philly and altair here, I don't think a new engine is the problem, I think the reintroduction of ragdoll physics with some tweaks on the relative weight of body parts is the right play here. I have zero coding experience, but what I'm saying is that when you compare most head kick knockouts in real life with those in UFC 2, the ones in real life just jerk the head to the side and stiffen the receiving fighter up. So adding a "weight" (probably coded as a percentage of resistance to vectors applied post KO, meant to simulate stiffening and realistic body movement) to the torso and legs would improve upon the already great physics of 2 while at the same time removing some of the more... extravagant examples. I'm sure it is way more difficult than my perception, but this is just a layman's idea on one solution to the crazy body flight knockouts of UFC 2 (that were actually kind of awesome)
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