What exactly is real-time physics?

Collapse

Recommended Videos

Collapse
This topic is closed.
X
X
 
  • Time
  • Show
Clear All
new posts
  • Theoretic
    Rookie
    • Jun 2004
    • 22

    #106
    Re: What exactly is real-time physics?

    Originally posted by rEAnimator
    Thinking about this a little more, it might make sense if a straight up and down jump were never to draw a foul, but if the player jumped into the defender (as in he was moving towards him while jumping) it could draw the foul.

    Since you are in control of the direction you jump, that would allow you to decide it you want to risk the foul or not, but if you play it conservatively and jump straight up, the dribbler won't be able to force you into a foul by running into you.

    What do you think?
    That's definitely how it should be. One of my biggest gripes last year with the game was the completely random in-air collision foul calls. It felt like there was no strategy involved in contesting shots.

    Comment

    • ©roke
      Pro
      • Sep 2007
      • 595

      #107
      Re: What exactly is real-time physics?

      Hey rEanimator, a couple of quick questions.

      What about injuries? Are they in the game this year? If so, with the real time physics, are they related to bad landings or completely random?

      Comment

      • Eman5805
        MVP
        • Mar 2009
        • 3545

        #108
        Re: What exactly is real-time physics?

        Does the RTP apply to the game in ways we haven't foreseen or discussed yet? Like when players dive for loose balls into the stands or hard, flagrant fouls?

        Comment

        • rockchisler
          All Star
          • Oct 2002
          • 8290

          #109
          Re: What exactly is real-time physics?

          Originally posted by Xuriath
          Ok thanks. Also last year when a player got the ball and had open lane to the basket when he ran there was no way to stop him by a hard foul, or anything. Even if he was slow and I had Lebron running him down, will there be a option of a hard foul? Because I dont wanna have it calling clear lane foul everytime.
          Yes
          chuckcross.bandcamp.com

          Follow me on www.Twitter.com/Rockchisler

          Just type [ SPOILER ] and [ / SPOILER ], without any spaces.

          ROOKIE KILLER

          Comment

          • mharlem
            Banned
            • Jul 2005
            • 137

            #110
            Re: What exactly is real-time physics?

            Originally posted by rEAnimator
            Thinking about this a little more, it might make sense if a straight up and down jump were never to draw a foul, but if the player jumped into the defender (as in he was moving towards him while jumping) it could draw the foul.

            Since you are in control of the direction you jump, that would allow you to decide it you want to risk the foul or not, but if you play it conservatively and jump straight up, the dribbler won't be able to force you into a foul by running into you.

            What do you think?
            This is a good idea that will add more strategy to game offensive and defensive.

            Comment

            • carnalnirvana
              Pro
              • Jan 2007
              • 1981

              #111
              Re: What exactly is real-time physics?

              Originally posted by rEAnimator
              Dunking on someone feels amazing, mostly because so many different things can happen, since both players animations are dynamic and respond to physics. I've heard people screaming from their cubes when it happens.

              And yes, if you are caught off balance and try to cut in the opposite direction you can get your ankles broken and fall to the ground.


              this sounds good in theory, but could lead to some ugly gameplay.... guys get faked every night but they are few ankle broken moments i remember the animation from 09 it was an easy 2 if i did a crossover with someone good handle...

              and i saw this in the 7 minute vid as well, if the game has proper momentum, the player will step in the opposite direction on a good fake, why add in the rucker park streetball moments.

              if we see that animation 2 times in 5 games thatway too much IMO, these are the little things that get abused online.......
              NOW PLAYING: NBA Live, madden 11,12, battlefield v, F1 2020 and injustice 2 and COD:MW

              #18 greatest EVA....

              Comment

              • rEAnimator
                NBA Elite Developer
                • Jun 2010
                • 666

                #112
                Re: What exactly is real-time physics?

                Originally posted by carnalnirvava
                [/b]

                this sounds good in theory, but could lead to some ugly gameplay.... guys get faked every night but they are few ankle broken moments i remember the animation from 09 it was an easy 2 if i did a crossover with someone good handle...

                and i saw this in the 7 minute vid as well, if the game has proper momentum, the player will step in the opposite direction on a good fake, why add in the rucker park streetball moments.

                if we see that animation 2 times in 5 games thatway too much IMO, these are the little things that get abused online.......
                Don't worry, we've captured different levels of intensity on the move so you'll only see the one in the video if the beat is really bad.

                Not only that, but it currently only happens as a result of the defensive slide. If you're good at anticipating your opponent you should not need to you that move (or at least you can choose not to) and even if you do use it, the ankle breaker only plays it you time your cutback incorrectly.

                It's very likely that when people first get the game and they haven't learned the mechanics yet that you'll see more of them that you might want.

                But once people figure it out I'd like to think that things will settle down and track closer to real life.

                That's the big difference this year, everything is under your control and reacts to how you play.

                If people learn the mechanics and apply them properly we should see some really cool and dynamic basketball moments in the highlight videos.

                Comment

                • randombrother
                  Banned
                  • Oct 2009
                  • 1275

                  #113
                  Re: What exactly is real-time physics?

                  Originally posted by rEAnimator
                  Don't worry, we've captured different levels of intensity on the move so you'll only see the one in the video if the beat is really bad.

                  Not only that, but it currently only happens as a result of the defensive slide. If you're good at anticipating your opponent you should not need to you that move (or at least you can choose not to) and even if you do use it, the ankle breaker only plays it you time your cutback incorrectly.

                  It's very likely that when people first get the game and they haven't learned the mechanics yet that you'll see more of them that you might want.

                  But once people figure it out I'd like to think that things will settle down and track closer to real life.

                  That's the big difference this year, everything is under your control and reacts to how you play.

                  If people learn the mechanics and apply them properly we should see some really cool and dynamic basketball moments in the highlight videos.
                  I guess ratings will also play a big part of this too right?
                  I hate to keep harping on this but could you guys make it a in-house credo that you guys will keep ratings within a certain range no matter how much the urge will be to rate someone a 200 out of 1 through 100? I feel the problem with every sport game is that sometimes ratings are done so outta wack it breaks the game play. Especially if you have some momentum in play behind the scenes.

                  Also could you guys keep the sim lobby from last year and make sure to have the game tighter than what will probably be a looser more highlight oriented game by default.

                  Comment

                  • kumamae_33
                    Rookie
                    • Oct 2009
                    • 90

                    #114
                    Re: What exactly is real-time physics?

                    How about the body contact reanimator? Is it improved in Elite 11? Like If I want to put my body into the dribbler in order to pressure him and prevent him from doing the crossover move against me and force him to do the protect the ball dribble? Of course there's a risk of foul or the dribbler might beat you in the floor by driving into the basket.

                    Can we do that in Elite? Coz in Live 10 the only way you can do that is when the dribbler is in a stationary position while dribbling.

                    Comment

                    • robinsnestkc
                      Rookie
                      • Jul 2009
                      • 16

                      #115
                      Re: What exactly is real-time physics?

                      rEAnimator,

                      I have a question and a suggestion.

                      Question:
                      Will there be Signature Packages(Jumpshots, Dunks, Dribbling, Celebrations, ect...)? Not just for Superstars but for all players (for instance will we see a virtual Luke Walton, Brian Scalabrine, or Chris "Birdman" Andersen). If there will not be packages for ALL players what percentage of players can we expect to see Signature packages for???

                      Suggestion:
                      I would suggest that there be an "option" for dynamic refereeing. Because different refereeing teams call games differently. Some call touch fouls and some just let them "boys" play.

                      Thank you in advance for your response...

                      Comment

                      • Admiral50
                        Banned
                        • Aug 2002
                        • 3311

                        #116
                        Re: What exactly is real-time physics?

                        I think he means users just pump faking 100 times till a foul is called.

                        And I don't think any game has ever had fouls for the defender falling for a pump fake (and making contact with the shooter when not even shooting) so will be interested to see this in the final game. Not that I don't believe you...

                        Comment

                        • michaeljordanjr
                          Banned
                          • Jun 2009
                          • 972

                          #117
                          Re: What exactly is real-time physics?

                          Physics are the way to go in sports games, it's great that Live Elite is 100% physics now, but as we've seen before, it's all about how you PROGRAM your physics. Just because it's there doesn't mean it's automatically perfect.

                          Remember in Live 10, the ball always had the same velocity and bounced off the rim the same way. Both games have their issues with physics. So we'll see how great the physics engine is, because it's about the algorithm's accuracy. No one has replicated physics perfectly in games yet.

                          Comment

                          • rEAnimator
                            NBA Elite Developer
                            • Jun 2010
                            • 666

                            #118
                            Re: What exactly is real-time physics?

                            Originally posted by kumamae_33
                            How about the body contact reanimator? Is it improved in Elite 11? Like If I want to put my body into the dribbler in order to pressure him and prevent him from doing the crossover move against me and force him to do the protect the ball dribble? Of course there's a risk of foul or the dribbler might beat you in the floor by driving into the basket.

                            Can we do that in Elite? Coz in Live 10 the only way you can do that is when the dribbler is in a stationary position while dribbling.
                            Body contact is much better and is something we've been focusing on as part of our effort to eliminate two player animations and make things more dynamic and responsive.

                            When the community guys were up here, we looked closely at some problems with collisions and still being able to do crossovers and make forward progress.

                            We fixed on of those problems with the guys, so that you were forced into a protected 90 degree crossover when in collision, taking away the forward progress ones all together.

                            If you read my previous post about the jostling system you'll get an idea of how physical play on defense will affect the dribbler.

                            Comment

                            • rEAnimator
                              NBA Elite Developer
                              • Jun 2010
                              • 666

                              #119
                              Re: What exactly is real-time physics?

                              Originally posted by Admiral50
                              I think he means users just pump faking 100 times till a foul is called.

                              And I don't think any game has ever had fouls for the defender falling for a pump fake (and making contact with the shooter when not even shooting) so will be interested to see this in the final game. Not that I don't believe you...
                              Again, we need to make sure that getting the ball and pump faking every time to draw the foul isn't an effective strategy. Just like it isn't an effective strategy in real life.

                              I'm not too worried about this for reasons discussed in other posts, but it all boils down to the fact that biting on the fake is all in your control, and you'll have different levels of commitment you can make (contest, jump up/down, jump forward).

                              Comment

                              • Rocboyz101
                                MVP
                                • Aug 2009
                                • 1550

                                #120
                                Re: What exactly is real-time physics?

                                Originally posted by rEAnimator
                                Again, we need to make sure that getting the ball and pump faking every time to draw the foul isn't an effective strategy. Just like it isn't an effective strategy in real life.

                                I'm not too worried about this for reasons discussed in other posts, but it all boils down to the fact that biting on the fake is all in your control, and you'll have different levels of commitment you can make (contest, jump up/down, jump forward).
                                Wait, there's different ways of contesting a shot?
                                "I'm so far ahead of my time, I'm bout to start another life
                                Look behind you, I'm bout to pass you twice
                                Back to the future and gotta slow up for the present
                                I'm fast, dudes can't get past my past
                                How they supposed to deal with my perfect present?"

                                Comment

                                Working...