Ask the devs : Physics
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Re: Ask the devs : Physics
Good question.<table border="0" cellpadding="0" cellspacing="0" width="100%"><tbody><tr></tr><tr><td style="background-image: url("/vBulletin/images/quotes/04.gif"
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; width: 100%; height: 1px;" width="100%"> If we were to play as shaq, give him 99 ratings in speed and quickness, would we be able to just plow into the offensive players and throw them down due to the physics at work? Or would an animation play out where shaq would swim around the offensive player?
What about on fast breaks? Would "mega" Shaq physics destroy a PG going up for a layup if he just ran into the layup animation rather than flicking up to go for the block?
Are you adding player interactions with the crowd/press/backboard/side dorna/bench/refs/coaches etc etc etc? What about the ball? Can we block it into the crowd now instead of that invisible wall?
How about animations that would normally go through the rim/backboard (some dunks, blocks, rebounds) Will the player's hand now slap the backboard if going for a chase down block instead of going through the backboard? Or if Birdman is going to weak side help block someone on the other side of the rim, will his hand continue to go right through the rim like in old games or will his block attempt be denied by the rim?
A short video like that NHL physics one that was released today would be awesome to see.
Thanks
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"Mega" Shaq in your example would feel considerably stronger than other players. When he went to dunk on people he would knock them over more often than getting knocked over himself.
In the post he would be able to gain position on his defender.
But you won't see a freak of nature freight train able to run down the lane a knock everyone over for an easy dunk every time.
The game is still grounded in reality, and it is still balanced.
As for the other two questions:
-there is no interaction with the crowd this year
-we are not detecting collisions with the player's body and the backboard in the way you describe. Our goal is to play animations that do not pass through those object, just like real life.Comment
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Re: Ask the devs : Physics
Through physics and through other means, the dunk system is able to determine if the dunk is in traffic or not, and will choose a different dunk animation appropriate to that situation.Does the physics engine help determine dunk animations? For instance, if I'm hip-to-hip with a defender and go up for a dunk, I don't want to do a spinning, 360, one-handed dunk. In that instance, I want to go up strong and try to finish quickly and/or with power. Or say I have a defender directly behind me, I don't want my player to try a dunk where he brings the ball behind his head because it will give the defender a chance to make a block.
In short, will the physics engine realize there's a defender either in direct contact or in close proximity and pick an appropriate dunk, or is it still a roll-of-the-dice as to which dunk animation will be selected?Comment
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Re: Ask the devs : Physics
The speed of the arm/hand at the point of contact and the velocity of the ball determine the speed and direction of the tip. They always looked the same last year because there were specific tip animations and the ball would follow exactly what the animation said it should do.<object height="385" width="640">
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Not NBA but college ball. I had exaggerated just to test what kind of physics we're working with. Obviously it would be silly, but a true physics simulation engine simulates even mis-timed jumps right?
What determines the accuracy/strength of a tip? In Live 10 every tip in basically went in the same way. Will we see tips off the backboard as well as bouncing off the rim or a swish?
This year the physics drives the ball so you won't see the same repetitive outcomes as last year.Comment
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Re: Ask the devs : Physics
I don't really have time to do 50 shots, but what I was able to do was slow the game down to half speed (in ANT, our development tool) and come up just a little short so as to hit the front rim, but on the inside of the front rim.Could you try and make this experiment for me if it doesn't bother you: go to practise mode, and with an average player attempt 50 jumpers from just inside the three point line, then report back here if you saw at least one occurance where the ball hit the rim and went in. I tried this last year in the hangar, but never happend once.
Thank you so much for your time.
It only took me 10 shots to get the result I was after, front rim, bounce on to the backboard, then back into the net.
Now, I was playing in slow motion so it was kind of cheating. You may not be able to hit that kind of precision in real time, but the result you're asking about is definitely possible.Comment
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Re: Ask the devs : Physics
Some are placeholder, some will ship in the final product.
And you are correct, there were no ratings in the videos and there are only a fraction of the final animations in the builds those videos were taken from.Comment
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Re: Ask the devs : Physics
We are re-using a lot of last year's dunk animations, and there are some new ones in there as well. I don't have a number for you though. I'm not even sure if they are all in yet.rEAnimator
Had a question about animations. In last years title, dunk animations in particular were very few and not very signature to players. What I mean is Kobe, King James, Wade, and Dwight were doing all the same dunks, no real signature to them. It goes for everyone else in the game, everybody had the same dunks and there was no variety. With that said I have two questions...
1.) How many dunk animations will make it in this year? Last year talking to Mike he said you guys only had about 100+ dunk animations. Are you guys going for 300+ dunk animations this year or what?
2.) Are you guys going to variate the animations this year so we don't have Wade and Kobe doing Lebron James type dunks?
Really hope you guys added tons of new dunks because it's been the same thing for the past 4+ years and with the same answer of next year we will incorporate more things. That next year was a couple of years ago and it's time for that now. 2K is killing you guys in this area and I can't believe it hasn't been address yet. Old-Gen of Live had tons of dunks and variety; I don't understand how you guys could take a step back.
There will be signature dunk packages, but I'll be honest, that was not a focus for this year. I don't know the specific number of dunk packages either.
I wish I could give you a better answer, but that's where it stands. I hope you at least appreciate the honesty
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Re: Ask the devs : Physics
Will the real time physics able to do these?
Jumping while in stationary position + no dribble = less elevation vs running/sprinting and then take off = high elevation. Or your elevation will be the same regardless of your momentum?
And actually the dunks in Live 10 are too arcadish. Too many pump dunks & razzle dazzle dunks especially in traffic. I hope in Elite 11 two handed jam & one hand dunk should be used most often especially while dunking in traffic. Fancy dunks should only occur if the player is wide open not when he's in traffic.Last edited by kumamae_33; 07-04-2010, 02:40 PM.Comment
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Re: Ask the devs : Physics
It alright, at least you were honest. Hopefully next year you guys really tackle dunks and other signature things.We are re-using a lot of last year's dunk animations, and there are some new ones in there as well. I don't have a number for you though. I'm not even sure if they are all in yet.
There will be signature dunk packages, but I'll be honest, that was not a focus for this year. I don't know the specific number of dunk packages either.
I wish I could give you a better answer, but that's where it stands. I hope you at least appreciate the honesty
I have another question, will blockers also be able to adjust their body's in-mid-air to get a second block attempt? No game has this, as soon as you press the block button in the game you wish and hope you get a block, but in real life you can twist and turn and adjust your hands to try to block the shot, are we going to have this type of control? It's disappointing because no game really gives you control over blocks and how you can approach and react.
I have an idea of implementing this idea, same concept as you were in-mid-air on offense, you can adjust your shot to the left or the right; for defense when a player goes up and see's the offensive player adjust, he can move his stick to the left or right to adjust his arms and try to block it. It really gives the defensive player an option to also adjust and counter the shot, it balances out on both sides, so when you adjust your shot on offense you better know that the other person can adjust too. It will make the players feel like they are a true shot blocker and can the make defense even better.Comment
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Re: Ask the devs : Physics
We do allow the blocker to adjust his arm and body position mid flight, but currently it is done automatically to try and track the ball as best as possible.It alright, at least you were honest. Hopefully next year you guys really tackle dunks and other signature things.
I have another question, will blockers also be able to adjust their body's in-mid-air to get a second block attempt? No game has this, as soon as you press the block button in the game you wish and hope you get a block, but in real life you can twist and turn and adjust your hands to try to block the shot, are we going to have this type of control? It's disappointing because no game really gives you control over blocks and how you can approach and react.
I have an idea of implementing this idea, same concept as you were in-mid-air on offense, you can adjust your shot to the left or the right; for defense when a player goes up and see's the offensive player adjust, he can move his stick to the left or right to adjust his arms and try to block it. It really gives the defensive player an option to also adjust and counter the shot, it balances out on both sides, so when you adjust your shot on offense you better know that the other person can adjust too. It will make the players feel like they are a true shot blocker and can the make defense even better.
Your idea of making this user controlled is a good one though.
My only worry is that blocking may be too difficult if this were manual. But an override as you suggest may work out nicely.Comment

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