Ask the devs : Physics
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Re: Ask the devs : Physics
rEAnimator, I've a question about a couple of things which I noticed watching some newest gameplay movies. I think it's kind of game changer.
1) At 4:08 in Thunder vs Bucks game. Kristic goes through Wilcox who is boxing out. Fortunately the ball went to Hamilton. But Kristic could get the rebound in some different condition with that going through. He must have been boxed out at that time.
2) At 0:47 in Hornets vs Clippers game, Pick&Roll situation. Baron passed the ball to Kaman and the ball goes through Okafor who covered Kaman. Fortunately also, Kaman passed the ball outside otherwise could make easy basket. It must have been deflected by Okafor even though he didn't recognize where the ball is going.
I read the blog article on real-time physics. In the post, Geoff Harrower said he put kind of cylinders in chest, hips, shoulder of players for collision.
So for 1) situation, I cannot understand it at all. It's the case for the relationship of players' collision. RTP doesn't work at all for the two players at that time.
And for 2) situation, it's for the relationship player and ball apparently. Does RTP works only for player and player, not player and ball?
Could you explain about them and do you have a plan to put cylinders in the limb and head of player and to consider physics of ball and player properly next year?Last edited by parkinson; 09-05-2010, 12:23 AM.Comment
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Re: Ask the devs : Physics
Dunks can be blocked for sure, but I'm pretty sure the ball will always be knocked loose.So far, blocking hasn't been addressed too much but is it possible for someone to get stuffed while attempting a dunk? I know this may be a problem due to the removal of two player animations. I was just wondering because sometimes when blocking a dunk there is a struggle (contact) in which the defender overall wins sending the dunker stumbling back (prime examples would be many of Alonzo Mourning blocks). Can this be seen in the game or is it just a clean block so the ball always flies loose and the offensive player continues his animation at the rim?
There will be blocks where the ball doesn't get swatted far away, and because of the physics it may kind of look like what you're talking about, but we don't have any specific scenarios for the kind of stuff you're talking about.Comment
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Re: Ask the devs : Physics
I'm having some serious internet problems at home right now and watching the videos has been a real chore for me. I've seen them all now, but going back and checking specific things might be challenging.rEAnimator, I've a question about a couple of things which I noticed watching some newest gameplay movies. I think it's kind of game changer.
1) At 4:08 in Thunder vs Bucks game. Kristic goes through Wilcox who is boxing out. Fortunately the ball went to Hamilton. But Kristic could get the rebound in some different condition with that going through. He must have been boxed out at that time.
2) At 0:47 in Hornets vs Clippers game, Pick&Roll situation. Baron passed the ball to Kaman and the ball goes through Okafor who covered Kaman. Fortunately also, Kaman passed the ball outside otherwise could make easy basket. It must have been deflected by Okafor even though he didn't recognize where the ball is going.
I read the blog article on real-time physics. In the post, Geoff Harrower said he put kind of cylinders in chest, hips, shoulder of players for collision.
So for 1) situation, I cannot understand it at all. It's the case for the relationship of players' collision. RTP doesn't work at all for the two players at that time.
And for 2) situation, it's for the relationship player and ball apparently. Does RTP works only for player and player, not player and ball?
Could you explain about them and do you have a plan to put cylinders in the limb and head of player and to consider physics of ball and player properly next year?
I'll check it out and hit you back on Tuesday when I'm back in the office.
If you do in fact see players passing through each other that would most certainly be a bug. That should never happen.
I'll take a look at the video to see what's going on.
As for the ball/player thing, that is a different system. "Real Physics" is just a name given to all the work we've done to make the game more physical. Sometimes that will refer to player/player and sometimes player/ball. But they are different systems.
Oh, and I am Geoff Harrower
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Re: Ask the devs : Physics
RE, in the magic-heat video there is a dunk by Wade during which the defender (jumping up to try and defend) gets pushed back under the basket without any RTP or collision happening. Is this something that's going to be a regular occurrence? If so, wasn't this supposed to be why RTP was so important? NBA games have had players getting pushed away for years, and the idea of recreating the physicality of the NBA is something that really excited me about this new direction for this game. TIA.Last edited by mrprice33; 09-05-2010, 10:35 PM.Comment
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Re: Ask the devs : Physics
Hey rEAnimator, not all these questions relay themselves to Physics, but I was hoping you could answer any of them for me anyway. Cheers.
- Is there any work still to be done on air air collisions?
- Is it possible to edit/ remove certain animations based on strong community feedback? (some in air collision and dunk animations already look over the top and repetitive)
- Is it possible via patch or DNA updates to alter existing player models? By this i mean can the devs edit the body type/ weight of certain player models like we can in edit player. This would help address the appearance of thicker players like Shaq and Big Baby (and most players in general) who appear to be too slight.
- Will the player vertical ratings be lowered overall due to the large number of responses from the community on this?
- Please expand on any improvements to substitution logic.
- Will players have any contextual animations this year, or is it completely user controlled (in regards to D Howard shooting a jumpshot right next to the right in gameplay video number 4)
- Do the player models use the low poly/ low res version for in game gameplay as they did last year (in Live 10 they swapped to the hi-res version for cut scenes and the hangar)
- Has the PS3 hair geometry glitch been fixed? (players with hair geometry would appear as semi-transparent on the PS3)
Thanks! Can't wait for the demo.Comment
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Re: Ask the devs : Physics
1. All work is done on the game at this point.Hey rEAnimator, not all these questions relay themselves to Physics, but I was hoping you could answer any of them for me anyway. Cheers.
- Is there any work still to be done on air air collisions?
- Is it possible to edit/ remove certain animations based on strong community feedback? (some in air collision and dunk animations already look over the top and repetitive)
- Is it possible via patch or DNA updates to alter existing player models? By this i mean can the devs edit the body type/ weight of certain player models like we can in edit player. This would help address the appearance of thicker players like Shaq and Big Baby (and most players in general) who appear to be too slight.
- Will the player vertical ratings be lowered overall due to the large number of responses from the community on this?
- Please expand on any improvements to substitution logic.
- Will players have any contextual animations this year, or is it completely user controlled (in regards to D Howard shooting a jumpshot right next to the right in gameplay video number 4)
- Do the player models use the low poly/ low res version for in game gameplay as they did last year (in Live 10 they swapped to the hi-res version for cut scenes and the hangar)
- Has the PS3 hair geometry glitch been fixed? (players with hair geometry would appear as semi-transparent on the PS3)
Thanks! Can't wait for the demo.
2. Yes.
3. I don't know.
4. Possibly.
5. I don't have any info, stepsix may.
6. There is quite a bit of contextual animation. Especially close to the rim.
7. Don't know.
8. Don't know.Comment
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Re: Ask the devs : Physics
Basically by treating double teams no differently than any other defensive situation (except the trap-like animation the defenders play on their upper bodies).
Everyone is still free to move around, the defender is free to attempt a steal at any time, and the ball will deflect off the defenders if they are dribbled into or passed into.
That's one of the advantages of using this physics simulated approach. Things are much more consistent.Comment
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Re: Ask the devs : Physics
Just trying to get this answered.RE, in the magic-heat video there is a dunk by Wade during which the defender (jumping up to try and defend) gets pushed back under the basket without any RTP or collision happening. Is this something that's going to be a regular occurrence? If so, wasn't this supposed to be why RTP was so important? NBA games have had players getting pushed away for years, and the idea of recreating the physicality of the NBA is something that really excited me about this new direction for this game. TIA.Comment
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Re: Ask the devs : Physics
So what you're seeing when a player gets pushed back like that is RTP. The reason it happens is because the algorithm that balances weight, strength, momentum, dunking/blocking ability decided that Wade was going to "win" and wouldn't have his dunk altered by the collision.
It won't look the same everytime. The defender should have a collision reaction play on him regardless.
Also, you won't get the same outcome every time because the momentum and timing of the action will be different and will influence the algorithm.
I agree that this particular case could look better. Branching into a dunk that still finished but looked altered would be ideal.
But the outcome is driven by physics at all times, even if the animations don't always look perfect.Comment

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