What exactly is real-time physics?
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Re: What exactly is real-time physics?
This game won't be perfect thats for sure, but it sound's like it's going to bring a much needed freshness to basketball gaming... and really add to the fun factor that had become a little stale, boring, predictable in sports games.Comment
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Re: What exactly is real-time physics?
wow you guys are going hard this year. seems like you thought of everything and what you were missing you added from input from the community.
not to mention its 3 am here in NY. and you are answering questions at this time.
DEDICATION!!Comment
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Re: What exactly is real-time physics?
This is as much fun for me as it is for you guys. I'm excited about what we're doing, and very proud of it so far. It's fun to share that with people who appreciate it.Comment
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Re: What exactly is real-time physics?
How a player collides with the screen depends on how he comes at the screen. If you're guarding Rondo, and steer under the screen, you'll swim under the screen. If he crosses you up, you get confused and try to recover with a slide & hit the screen, you'll get caught up at best, and yes, you can hit the ground in the worst case. On the flip side if Rondo rejects the screen and you're mid swim, you can break out and go back the other way...you shouldn't feel stuck, but if you're not looking and hit the screen hard, it will cost you.
The funny thing is this isn't that far off how the feature worked last year; the difference is the underlying physics that are driving the player movement, and the result is a completely different feature in terms of feel.Comment
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Re: What exactly is real-time physics?
I did screens last year and I'm doing them again this year. They're a perfect example of a) the ease of implementing features under the new tech that we're using this year, and b) the new physics system.
How a player collides with the screen depends on how he comes at the screen. If you're guarding Rondo, and steer under the screen, you'll swim under the screen. If he crosses you up, you get confused and try to recover with a slide & hit the screen, you'll get caught up at best, and yes, you can hit the ground in the worst case. On the flip side if Rondo rejects the screen and you're mid swim, you can break out and go back the other way...you shouldn't feel stuck, but if you're not looking and hit the screen hard, it will cost you.
The funny thing is this isn't that far off how the feature worked last year; the difference is the underlying physics that are driving the player movement, and the result is a completely different feature in terms of feel.Comment
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Re: What exactly is real-time physics?
Just the thought of everything being different every time you play is making me salivate. Knowing that when I'm playing the game in January I will see something new. At least I assume this is what RTP will do for the game.
Oh and by the way, seeing the time and effort these guys are putting into this and still taking the time to talk to us is nothing short of amazing. This is how videogame development should be done in 2010.
Oh and one quick question, will the rim and net physics be improved?Comment
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Re: What exactly is real-time physics?
Just the thought of everything being different every time you play is making me salivate. Knowing that when I'm playing the game in January I will see something new. At least I assume this is what RTP will do for the game.
Oh and by the way, seeing the time and effort these guys are putting into this and still taking the time to talk to us is nothing short of amazing. This is how videogame development should be done in 2010.
He said they will tweak it, but no over-haul this year.Comment
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Re: What exactly is real-time physics?
Unfortunately the invisible wall is still there. I think we'll probably leave it for now, although I personally hate it. It opens up a can of worms though when you get rid of it that pull in crowds, getting the ball back into play, all that stuff. It could be done, but it's not worth donig at the expense of anything else we're working on right now since it doesn't really affect gameplay.
And yes, the ball will interact with all those things and should never warp again. We've made the ball much more dynamic and responsive to physics.
Tips, deflections, steals, the ball can do anything it can do in real life and leads to some really cool, emergent gameplay moments.
Can things like this happen, where everybody fights and actually touches the ball trying to catch a rebound? Or do the game predetermines who's grabbing it the moment the ball hits the rim (like last year)?
Oh, and thanks for all the info. I'm impressed so far, and I can not wait to put my hands on this game.Comment
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Re: What exactly is real-time physics?
Regarding this, please, watch the 0:45 segment in this video
Can things like this happen, where everybody fights and actually touches the ball trying to catch a rebound? Or do the game predetermines who's grabbing it the moment the ball hits the rim (like last year)?
Oh, and thanks for all the info. I'm impressed so far, and I can not wait to put my hands on this game."I'm just here to share an input on how I feel about certain things. If you don't care please, dont try to come at me."Comment
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Re: What exactly is real-time physics?
It's midnight here in Vancouver and I'm sitting at my desk working on Elite and answering questions when I get tired and need to take a break.
This is as much fun for me as it is for you guys. I'm excited about what we're doing, and very proud of it so far. It's fun to share that with people who appreciate it.Comment
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