Real Time Physics Engine...

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  • clivo1050
    Pro
    • Aug 2006
    • 715

    #16
    Re: Real Time Physics Engine...

    Originally posted by loadleft
    After seeing the flyer I will admit it got my attention. I just don't see how EA can win with this latest direction. My new concern is either it's too powerful with the user being able to move the ball over the place away from the defense (similar to what happened when they first released freestyle dribbling) or it's too complicated, and the only ones who can play well are the video game guys (controller jockeys, if you will) not the guys w/actual basketball experience and knowledge.

    In my opinion when Live 10 first released it was heading in the direction of requiring basketball knowledge and fundamentals to be successful (the subsequent patches changed it to something else, but that's another story), but I can see this new thing having user's success driven by "stick skills" ala fighting games. Don't get me wrong I like that sort of thing in certain games but not my sports sim. My nightmare is my 7 year old nephew coming over and waxing me on the videogame court on a regular basis not because he knows anything about basketball, other than the orange things needs to go through the other orange thing, but because he is really good at making half circles and up and down motions in a straight line on the right stick.

    I'm not kicking this as a bad thing yet but it certainly has me worried. I, like others have stated, don't want to go in the direction of 2K or I'd just buy 2K (which may end up happening if this goes like I think it will).
    Two of my favorite sports games of all time use a lot of right stick controls (FN4 and NHL 10). If done right, it can add more depth, make the game more sim and more accessible at the same time.

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    • dexvex
      Rookie
      • Jul 2007
      • 208

      #17
      Re: Real Time Physics Engine...

      remember this from a year ago:
      Originally posted by Beluba
      hey dragon. good question. i think physics based gameplay is definitely the future for basketball games... but there are a lot of technical challenges with integrating a package like euphoria. in basketball, you need a more controlled ragdoll... which is something that euphoria doesn't really offer. we are exploring all the different technologies though. that's one thing i really love about EA. we'll get there eventually.
      It really makes me wonder if this engine is really ready or is EA trying to jump the gun because of last years sales. Nevertheless I am waitin to see this

      Comment

      • Da_Czar
        NBA 2K Gameplay Producer, Offensive AI System - SIM NATION
        • Jul 2002
        • 5408

        #18
        Re: Real Time Physics Engine...

        I hope they aren't exchanging good basketball for a good videogame...
        Catch me on that #SimNation #SimHangOut Friday's @ 10:00 pm est https://www.youtube.com/playlist?lis...N7yxMiElOpMl_B

        Comment

        • loadleft
          Rookie
          • Oct 2005
          • 284

          #19
          Re: Real Time Physics Engine...

          Originally posted by Da_Czar
          I hope they aren't exchanging good basketball for a good videogame...
          In all that crap I wrote that's exactly what I was trying to say!!!! You're the man Czar. (keep it simple) LOL

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          • Goffs
            New Ork Giants
            • Feb 2003
            • 12279

            #20
            Re: Real Time Physics Engine...

            Originally posted by thmst30
            True! Size might actually mean something now. Also if this can get rid of the horrible canned collision animations then it's worth it just for that.
            this...im curuious how they are going to implement this...im not to happy with the control scheme though since i really like how the controls were in live10...

            wait and see

            Comment

            • Jazza619
              Banned
              • Apr 2010
              • 104

              #21
              Re: Real Time Physics Engine...

              In order for a basketball game to attractive to real life players and real nba watchers, all the game needs to do is reward people who know players favorite spots and moves as well as reward good execution of the pick and roll and ball movement. Unfortunately, this can only last for so long before little 10 year olds start to learn. I've been playing Live since Live 97, and know just about every players most effective move and spots to shoot from...i can play "realistically", to say. But removing automatic animations such as this years contact lay-up is what i have hopes for with this new engine, it ensures that we will never see expected animations and hopefully just as much attention is paid to the defenders as dribble moves. If it's all offense and only a little defense, this year will go down as another failure

              Comment

              • ThaShark28_316
                Pro
                • Apr 2008
                • 692

                #22
                Re: Real Time Physics Engine...

                Originally posted by Jazza619
                In order for a basketball game to attractive to real life players and real nba watchers, all the game needs to do is reward people who know players favorite spots and moves as well as reward good execution of the pick and roll and ball movement. Unfortunately, this can only last for so long before little 10 year olds start to learn. I've been playing Live since Live 97, and know just about every players most effective move and spots to shoot from...i can play "realistically", to say. But removing automatic animations such as this years contact lay-up is what i have hopes for with this new engine, it ensures that we will never see expected animations and hopefully just as much attention is paid to the defenders as dribble moves. If it's all offense and only a little defense, this year will go down as another failure
                The last 2 sentences are pretty much how I feel. I'm thinking (along with others) that canned animations are going to be a thing of the past.
                Astros
                Texans
                Rockets
                Horns FBall
                Horns BBall
                Stars

                Comment

                • Da_Czar
                  NBA 2K Gameplay Producer, Offensive AI System - SIM NATION
                  • Jul 2002
                  • 5408

                  #23
                  Re: Real Time Physics Engine...

                  Hey anyone know if this effects jump shots ? Will they still be mo capped or generated ?
                  Catch me on that #SimNation #SimHangOut Friday's @ 10:00 pm est https://www.youtube.com/playlist?lis...N7yxMiElOpMl_B

                  Comment

                  • Haval93
                    Pro
                    • Jan 2008
                    • 512

                    #24
                    Re: Real Time Physics Engine...

                    Originally posted by Da_Czar
                    Hey anyone know if this effects jump shots ? Will they still be mo capped or generated ?
                    My guess, which is just speculation. It's going to be both, sounds weird? You still have to mo-cap animations but the physics engine will generate different variations for the shot based on situation, timing, and so on. It will make sure no shot looks the same because of those reasons, just like Backbreaker. That is just my guess though and I can be completely wrong though.

                    Comment

                    • Da_Czar
                      NBA 2K Gameplay Producer, Offensive AI System - SIM NATION
                      • Jul 2002
                      • 5408

                      #25
                      Re: Real Time Physics Engine...

                      Originally posted by Haval93
                      My guess, which is just speculation. It's going to be both, sounds weird? You still have to mo-cap animations but the physics engine will generate different variations for the shot based on situation, timing, and so on. It will make sure no shot looks the same because of those reasons, just like Backbreaker. That is just my guess though and I can be completely wrong though.
                      sound reasonable. I wonder how or if any signature stuff can be input going this route. I am sure the collisions will be nice but I'm curious to see if guys will shoot/dribble like themselves.
                      Catch me on that #SimNation #SimHangOut Friday's @ 10:00 pm est https://www.youtube.com/playlist?lis...N7yxMiElOpMl_B

                      Comment

                      • ehh
                        Hall Of Fame
                        • Mar 2003
                        • 28962

                        #26
                        Re: Real Time Physics Engine...

                        I hope they don't have to start from scratch with all the signature shots. They got Kobe and LeBron down pat. But at the same time, the feel of shooting a jumper is horrible in Live. If they change that in '11 and give us a great feel to shooting I'll be pleased even if it means losing some accuracy on sig animations.

                        We'll see soon enough if Wang left because he didn't like the focus of '11 or if he simply didn't want to start from scratch yet again. Elite is still going to be a sim-style game, that's pretty clear. If I had to bet I would say that Wang just didn't want to go back to the drawing board yet again.
                        "You make your name in the regular season, and your fame in the postseason." - Clyde Frazier

                        "Beware of geeks bearing formulas." - Warren Buffet

                        Comment

                        • JEM
                          Banned
                          • Feb 2009
                          • 501

                          #27
                          Re: Real Time Physics Engine...

                          My bet is that they are just going to implement PhysX.

                          Comment

                          • Da_Czar
                            NBA 2K Gameplay Producer, Offensive AI System - SIM NATION
                            • Jul 2002
                            • 5408

                            #28
                            Re: Real Time Physics Engine...

                            Originally posted by JEM
                            My bet is that they are just going to implement PhysX.
                            JEM can you elaborate a bit on that. I'm not familiar. What will implementing that bring to the table ?
                            Catch me on that #SimNation #SimHangOut Friday's @ 10:00 pm est https://www.youtube.com/playlist?lis...N7yxMiElOpMl_B

                            Comment

                            • HoosierDaddy
                              Pro
                              • Jul 2005
                              • 863

                              #29
                              Re: Real Time Physics Engine...

                              Comment

                              • michaeljordanjr
                                Banned
                                • Jun 2009
                                • 972

                                #30
                                Re: Real Time Physics Engine...

                                Originally posted by Da_Czar
                                Hey anyone know if this effects jump shots ? Will they still be mo capped or generated ?
                                My guess is its the signature shot calculated with the motion of your analog stick, kinda like this:

                                <object width="640" height="385"><param name="movie" value="http://www.youtube.com/v/321ST0tF-vI&hl=en_US&fs=1&"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/321ST0tF-vI&hl=en_US&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="640" height="385"></embed></object>

                                Basically, you flip the stick in a direction to initiate, either hold it down or flick up when you want the player to release the ball.

                                Now with PS3 Wand or Project Natal you could do it in real time and have the user 1:1 actually do the ENTIRE motion.

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