NHL 11 Screenshot: All-New Real-Time Physics Engine

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  • wildthing2022000
    Rookie
    • Jul 2004
    • 213

    #46
    Re: NHL 11 Screenshot: All-New Real-Time Physics Engine

    Originally posted by armi5718
    Never seen a hip check that low irl. I remain un-impressed with news about the physics engine. The NHL team said they fixed puck physics for this year's title and it turned out to be a load of garbage. I need video proof.



    Not the best picture quality but you can see it.
    Last edited by wildthing2022000; 05-20-2010, 08:27 PM.

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    • SCARFACE909
      Rookie
      • Apr 2009
      • 55

      #47
      Re: NHL 11 Screenshot: All-New Real-Time Physics Engine

      Originally posted by wildthing2022000

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      • 06woz
        Rookie
        • Feb 2009
        • 338

        #48
        Re: NHL 11 Screenshot: All-New Real-Time Physics Engine

        Wow, looks like big changes... Real time physics can only make things better. Because now they can just give the puck real physical properties and it will react life-like. This also translates onto many other features of the game.
        Last edited by 06woz; 05-20-2010, 09:03 PM.
        http://dropthepuck.blogspot.com/
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        • onlybygrace
          MVP
          • Jan 2009
          • 3784

          #49
          Re: NHL 11 Screenshot: All-New Real-Time Physics Engine

          Wow...one picture and we have all the nay sayers and homers in full force.

          Human nature rules. lol

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          • bill2451
            Banned
            • Jan 2009
            • 1123

            #50
            Re: NHL 11 Screenshot: All-New Real-Time Physics Engine

            idk how ppl are complaining already

            I love nhl 10, but if you think the game plays perfect you are crazy... presentation would be nice, but if they don't improve gameplay then the game will get stale quicker than if they dont improve presentation (thats not to say its one or the other, I believe they will get to presentation improvements, just saying that gameplay should come first)

            collision detection has always been terrible, i'm so sick of skating down the ice and trying to check the cpu behind the net, only to fall on my butt. So if this "real time physics" engine is done right, it could be huge (thats a big if, but I have faith in the NHL devs)

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            • akula
              Rookie
              • May 2007
              • 409

              #51
              Re: NHL 11 Screenshot: All-New Real-Time Physics Engine

              imagine how stale the game would be if they didnt change the gameplay at ALL? bottom line is they need to make steps forward in the gameplay AND presentation department. realtime / non-scripted (IE: you control a player) after the whistle and a pregame warmup would be good improvements that are technically presentation AND gameplay improvements!

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              • 06woz
                Rookie
                • Feb 2009
                • 338

                #52
                Re: NHL 11 Screenshot: All-New Real-Time Physics Engine

                The fact is that Real Time physics HAD to be implemented in the next two-three years. It's the direction sports games are taking and will continue to take.
                http://dropthepuck.blogspot.com/
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                • hockeyplayer
                  Rookie
                  • Sep 2009
                  • 39

                  #53
                  Re: NHL 11 Screenshot: All-New Real-Time Physics Engine

                  I am glad there will be broken sticks, but the major issue still isn't confirmed to be fixed: franchise. It is currently unplayable with the way trading, and free agency is.

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                  • Scottdau
                    Banned
                    • Feb 2003
                    • 32580

                    #54
                    Re: NHL 11 Screenshot: All-New Real-Time Physics Engine

                    Can someone explain to me what real time physics are?

                    Comment

                    • onlybygrace
                      MVP
                      • Jan 2009
                      • 3784

                      #55
                      Re: NHL 11 Screenshot: All-New Real-Time Physics Engine

                      Originally posted by hockeyplayer
                      I am glad there will be broken sticks, but the major issue still isn't confirmed to be fixed: franchise. It is currently unplayable with the way trading, and free agency is.
                      Opinion and your welcome to it...I see franchise as needing some work, but definitely still a lot of fun. If you wait for any franchise to be perfect or even close to it, I'm sorry to tell you that you'll rarely be satisfied.

                      Now...if there were something like MLB 2k10 where drafted rookies freeze the game when coming to the plate, I would agree with you.

                      However, if you can live the the salary cap OFF it fixes the FA's rotting in free agency for the most part.

                      And the trading and be toggled on/off for most of the season, which is a way of having some control of the madness on that one.

                      Perfect??? No. Playable??? Yes.

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                      • 06woz
                        Rookie
                        • Feb 2009
                        • 338

                        #56
                        Re: NHL 11 Screenshot: All-New Real-Time Physics Engine

                        Originally posted by Scottdau
                        Can someone explain to me what real time physics are?
                        The best way to understand is to know what it is not. Look at NHL 10.

                        In NHL 10, you press an input(button/stick) and a "canned" animation occurs. This means that no matter what, once this animation is started, it will go through to completion.(actually I think nhl 10 uses branching, so animations can be interrupted at "certain" points, whereas real time physics can be interrupted at any point)

                        With real time physics, there is still an animation but these animations are all controlled by the physics, so that literally unlimited amounts of animations can occur.

                        Maybe an example is best...

                        Lets say you wind up for a slap shot, to this point both systems are the same. Now you flick forward on the right stick...

                        In NHL 10, if your player starts the animation of the slapshot, he will continue through with it regardless.

                        In NHL 11, if there happens to be a stick in the way of your stick, the sticks will collide. A number of things are now considered by the engine. If enough force was put into the defending stick to break it, that will happen, if the defending player only has one hand on the stick(less strength) his stick will be hit out of the way, and the shot will have less power, or maybe it will be knocked out of his hands. As you can see the limits of this are truly endless.

                        Also, players are more human like with real time physics. So if you are chasing down a puck side by side for an icing call, and you lean into the player beside you, you will not just move into him and hold your upright standing position, you will use him for balance, or to advance yourself further.

                        Also, it will make checking more realistic as the collisions/results of those collisions are based on position of each player as well as their speed. No more dropping to your knees when going in to check someone. You will do your best to hit them, and the results will be based on the physics.

                        The KEY point here is that every controller input only starts a gesture, that gesture can and WILL be affected by the physics. Weight, speed, momentum, strength, tendencies will all be factored in to create a vastly varied game, and a new gesture can be inputted at any time, your player will act out that gesture as best as he can according to his situation(physically).

                        Hope that helped anyone who was confused.
                        Last edited by 06woz; 05-20-2010, 11:00 PM.
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                        • Scottdau
                          Banned
                          • Feb 2003
                          • 32580

                          #57
                          Re: NHL 11 Screenshot: All-New Real-Time Physics Engine

                          Wow if they pull that off that will be sweet! Thanks for explaining it.

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                          • plaidchuck
                            Pro
                            • Aug 2009
                            • 893

                            #58
                            Re: NHL 11 Screenshot: All-New Real-Time Physics Engine

                            I hate to be negative nelly but I REALLY hope "Real Time Physics" isn't just some EA buzzword for "rock em sock em over the top robot checking w/ broken sticks". Not that I don't have complete faith in the devs, but if you throw a term like that out there you better deliver.
                            Last edited by plaidchuck; 05-21-2010, 01:29 AM.
                            Pittsburgh - 2009 City of Champions! YES WE DID!

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                            • Vikes1
                              Proctor, MN. Go Rails!
                              • May 2008
                              • 4102

                              #59
                              Re: NHL 11 Screenshot: All-New Real-Time Physics Engine

                              Originally posted by 06woz


                              The KEY point here is that every controller input only starts a gesture, that gesture can and WILL be affected by the physics. Weight, speed, momentum, strength, tendencies will all be factored in to create a vastly varied game, and a new gesture can be inputted at any time, your player will act out that gesture as best as he can according to his situation(physically).
                              Thanks for the explanation 06woz. I wasn't real clear about what "Real time physics" meant either.

                              The way you've explained this feature it sounds like a fantastic upgrade. And hopefully with EA Canada's first attempt in the NHL game...it'll prove to be as awesome as it sounds.

                              Man!...broken sticks, and this real time physics...great beginning to the news about the coming game.
                              1969 NFL Champions

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                              • Splitter77
                                MVP
                                • Mar 2003
                                • 2820

                                #60
                                Re: NHL 11 Screenshot: All-New Real-Time Physics Engine

                                Originally posted by Scottdau
                                Wow if they pull that off that will be sweet! Thanks for explaining it.
                                yeah- almost sounds too good to be true.

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