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Originally Posted by Valdarez |
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Wow. It's procedural. Well then, that explains it all. Since I'm such a silly boy, why don't you explain to me the difference between software that is procedural based and that which is not. I would honestly love to hear your answer.
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Procedural systems has been gaining popularity in gaming development over the years so I have a general understanding of them. As I said, procedural in a general sense means that the animation, art assets, properties, etc., is determined by an algorithm created by the developers as opposed to a prewritten animation.
Ever played Oblivion? The forests in those games are procedurally generated. Obviously the assets for them were created by developers (creating textures for different tree types, grass, flowers, etc), but their placement and design was "decided" by an algorithm which creates unique environments so that each individual tree does not have to be placed by an artist by "hand". For example, the algorithm will randomly generate the elevation of the land, the density of the trees in the area, what types of trees there are, and the flowers that surround it. This must follow the procedure, or algorithm, that the developer has created. This ensures that a "tree" texture does not draw itself on the floor as grass, for example.
For a procedurally generated animation system, from my best assumption, EA has created a set of rules (likely based on physics such as momentum, player ratings, as well as a set of idle animation and joining animations) that must be "checked" on the fly, and the resulting SET of animations (ie outcome of the tackels) is based on these checks. In NFL 2k games (as far as I know) their solution to gang tackling was to call up a specific animation based on a situation. So as an example, one defender has a RB wrapped up. When a second player comes into the play, a specific pre-determined animation is called and the animation plays out as written more or less. Obviously they might decide based on ratings whether a certain animation is able to be called (ie a small DB not triggering a big hit knockdown)...but essentially the animation is called out completely as written by the animator.
With procedural tackling, this is not true at all. The rules or "procedures" are put into play and the animation can continue as long as it follows those guidelines. With the same example, now when a second player is added to the tackle, it will create it's own unique animation based on the situation and ratings...not simply "call up" a preexisting one. Ie based on the players momentum and ratings in one play he might knock the player over, but in another slightly different example where a offensive lineman is pushing behind the RB he might bounce back forward based on the specific conditions at the time. These animations are not written out "by hand" by an animator, they dynamically happen based on the conditions that the procedure dictates must be followed.