What exactly is real-time physics?

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  • Live Boii
    Banned
    • Sep 2009
    • 127

    #61
    Re: What exactly is real-time physics?

    Originally posted by stepsix
    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.
    this is great. speaking of swim moves. with the addition of be a pro where you will be player locked , will we be able to body up with off ball player aslo have moves to avoid the defense off ball.

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    • Live Boii
      Banned
      • Sep 2009
      • 127

      #62
      Re: What exactly is real-time physics?

      Originally posted by Jay Smooth 00
      Yes, hopefully, rebounds are not predetermined like '10
      they said the ball is loose with physics to it. so there will be no warping. therefore we should see different outcomes.

      Comment

      • rEAnimator
        NBA Elite Developer
        • Jun 2010
        • 666

        #63
        Re: What exactly is real-time physics?

        Originally posted by ©roke
        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.
        Nothing is predetermined so you can have multiple people going up for the rebound, knocking each other out of the way while in mid air fighting for the ball. The game doesn't now who's going to get the ball until it's actually in their hands.

        I haven't seen three tips in a row like we saw in the video, but in theory it could happen...I think.

        Comment

        • loadleft
          Rookie
          • Oct 2005
          • 284

          #64
          Re: What exactly is real-time physics?

          Originally posted by rEAnimator
          Nothing is predetermined so you can have multiple people going up for the rebound, knocking each other out of the way while in mid air fighting for the ball. The game doesn't now who's going to get the ball until it's actually in their hands.

          I haven't seen three tips in a row like we saw in the video, but in theory it could happen...I think.
          I am still waiting for an answer to does the ball actually come off the rim backboard with the proper opposite trajectory, velocity, angle, etc. based on how it arrives? Back rim three pointers = long/high rebounds etc or do they all pretty much fall in front of the basket like Live 10. I guess the better question is has this part of the game changed or is that a maybe next year thing? (not being a jerk, just asking)

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          • mharlem
            Banned
            • Jul 2005
            • 137

            #65
            Re: What exactly is real-time physics?

            With the new physics engine is it possible that players can trip over each other?

            Are you guys adding signature moves to more players this year?

            Is it possible to shoot bankshots high off the glass?

            Comment

            • P-Dub
              Pro
              • Jun 2007
              • 596

              #66
              Re: What exactly is real-time physics?

              Geoff, does a player performing a gather get affected by a collision with the defense? I remember at the community event that gathers were quite abusable, unless the defender took a charge, and even then there wasn't much of a physical reaction from the ball handler. There should be a way to stick to a player performing a gather and make it harder for him to get closer to the basket provided that it wouldn't be a blocking foul.

              Also, who would I talk to about the ball tracking?

              Comment

              • ©roke
                Pro
                • Sep 2007
                • 595

                #67
                Re: What exactly is real-time physics?

                Originally posted by rEAnimator
                Nothing is predetermined so you can have multiple people going up for the rebound, knocking each other out of the way while in mid air fighting for the ball. The game doesn't now who's going to get the ball until it's actually in their hands.

                I haven't seen three tips in a row like we saw in the video, but in theory it could happen...I think.
                Nice to read that

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                • rEAnimator
                  NBA Elite Developer
                  • Jun 2010
                  • 666

                  #68
                  Re: What exactly is real-time physics?

                  Originally posted by loadleft
                  I am still waiting for an answer to does the ball actually come off the rim backboard with the proper opposite trajectory, velocity, angle, etc. based on how it arrives? Back rim three pointers = long/high rebounds etc or do they all pretty much fall in front of the basket like Live 10. I guess the better question is has this part of the game changed or is that a maybe next year thing? (not being a jerk, just asking)
                  Yes, the ball physics react with the proper trajectory. You should see quite a bit of variety in how the ball reacts since the trajectory of the ball is determined by your shot execution.

                  Comment

                  • rEAnimator
                    NBA Elite Developer
                    • Jun 2010
                    • 666

                    #69
                    Re: What exactly is real-time physics?

                    Originally posted by P-Dub
                    Geoff, does a player performing a gather get affected by a collision with the defense? I remember at the community event that gathers were quite abusable, unless the defender took a charge, and even then there wasn't much of a physical reaction from the ball handler. There should be a way to stick to a player performing a gather and make it harder for him to get closer to the basket provided that it wouldn't be a blocking foul.

                    Also, who would I talk to about the ball tracking?
                    We still have the same problem with gathers that you saw at the community day, but I think we still have enough time to address it. I really don't want them to become an exploit so this is important for me.

                    What do you mean by ball tracking exactly?

                    Comment

                    • Haval93
                      Pro
                      • Jan 2008
                      • 512

                      #70
                      Re: What exactly is real-time physics?

                      Reanimator

                      So with the new real-time physics will we get moments like this with dunks.

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                      <object width="480" height="385"><param name="movie" value="http://www.youtube.com/v/sPmJM5-HSi0&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/sPmJM5-HSi0&hl=en_US&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"></embed></object>

                      Comment

                      • rEAnimator
                        NBA Elite Developer
                        • Jun 2010
                        • 666

                        #71
                        Re: What exactly is real-time physics?

                        Originally posted by Haval93
                        Reanimator

                        So with the new real-time physics will we get moments like this with dunks.

                        <object height="385" width="640">


                        <embed src="http://www.youtube.com/v/5uRN7iJ5CqQ&hl=en_US&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" height="385" width="640"></object>

                        <object height="385" width="480">


                        <embed src="http://www.youtube.com/v/sPmJM5-HSi0&hl=en_US&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" height="385" width="480"></object>
                        Yes to both videos.

                        Comment

                        • P-Dub
                          Pro
                          • Jun 2007
                          • 596

                          #72
                          Re: What exactly is real-time physics?

                          Originally posted by rEAnimator
                          What do you mean by ball tracking exactly?
                          Where you blend between the animations so the player's arm(s) actually moves to where the ball is at vertically. I believe it was applied to steal animations and passing receptions. I think I heard a producer describe it as "blend spaces" also.
                          Last edited by P-Dub; 06-24-2010, 05:29 PM.

                          Comment

                          • rEAnimator
                            NBA Elite Developer
                            • Jun 2010
                            • 666

                            #73
                            Re: What exactly is real-time physics?

                            Originally posted by P-Dub
                            Where you blend between the animations so the player's arm(s) actually moves to where the ball is at vertically. I believe it was applied to steal animations and passing receptions. I think I heard a producer describe it as "blend spaces" also.
                            Gotcha, OK. So if you're talking about the right stick to the left/right when playing defense that will likely be me. Haven't done much on it since you guys saw it though. My main focus will be on getting proper contest supported, like what we talked about after you guys played it.

                            The block/steal aspect of it belongs to another guy on the team.

                            Comment

                            • Xuriath
                              Rookie
                              • Jun 2010
                              • 163

                              #74
                              Re: What exactly is real-time physics?

                              Lol So will high fly dunkers actually dunk like high flyers? Like will Shannon Brown, and Nate robinson be able to jump over peoples heads, and things of that nature? Lol

                              Comment

                              • kumamae_33
                                Rookie
                                • Oct 2009
                                • 90

                                #75
                                Re: What exactly is real-time physics?

                                Originally posted by Xuriath
                                Lol So will high fly dunkers actually dunk like high flyers? Like will Shannon Brown, and Nate robinson be able to jump over peoples heads, and things of that nature? Lol
                                Great question. If Reanimator's answer to this is yes. Then I hope that this won't be exploitable. I had a feeling that the cheesers will abuse this if ever they'll discover this. Of course they will always set an iso or pick n roll to their best player like James and then go with the crossover or maybe a spin move to get away with the defender for an easy dunk.

                                I hope that the fatigue system and double team effectiveness in elite 11 will play a huge role in the game coz in Live 10 it's pretty useless. Especially for run n gun style or dunkfest style gameplay by cheesers and kids.

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