What exactly is real-time physics?
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What exactly is real-time physics?
i keep seeing this feature thrown around, but dont really understand what it represents. how is it different than what we've been getting? does it do away with animations and/or morphs? can somebody give me an example of a negative situation in past NBA games and tell me how real time physics would correct it?Tags: None -
Re: What exactly is real-time physics?
It's a good question. I'm not entirely sure what the new system will be like... or to what EXTENT it will be real time physics... but the best example I can think of would be this-
Imagine you have the ball with Amare on a fastbreak (haha, I know he's not a ball handler, but just go with the example), and the only defender back is an undersized PG. With real time physics, the game would take Amare's mass + speed into consideration and not allow the PG to stop his momentum. In previous games you might see a hideous animation where the PG would force Amare into a canned "tough shot" animation and all his momentum would be ignored and he would go more or less straight up for the shot. -
Re: What exactly is real-time physics?
They defiantly need to explain this further, because NHL 11 has physics too but only for some aspects of the game. They have said before that one year was too short of a time to add backbreaker type physics, so maybe it's just player on player contact. In any case though I think you actually have to play the demo to get a feel for the game and the changes the "Real Time Physics" make.Comment
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Re: What exactly is real-time physics?
It's a good question. I'm not entirely sure what the new system will be like... or to what EXTENT it will be real time physics... but the best example I can think of would be this-
Imagine you have the ball with Amare on a fastbreak (haha, I know he's not a ball handler, but just go with the example), and the only defender back is an undersized PG. With real time physics, the game would take Amare's mass + speed into consideration and not allow the PG to stop his momentum. In previous games you might see a hideous animation where the PG would force Amare into a canned "tough shot" animation and all his momentum would be ignored and he would go more or less straight up for the shot.
They basically try to add a "skeleton" to the players that includes their mass/weight and momentum. It will definitely help with eliminating canned animations (like Yao Ming being warped or sucked to trigger a "tough shot" animation when colliding with Steve Nash).
It also depends to what extend they implement this. I get the feeling we're still going to see some canned animations in one way or another, and maybe next year it will be more of a true real time physics. Just a thought, because unless they've been working on it for a while, it probably takes a lot of time to "re-animate" and give every player the proper structure to respond to real time physics.Comment
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Re: What exactly is real-time physics?
Here is a pretty good read explaining the different physics applications in computers and video games....
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Re: What exactly is real-time physics?
i keep seeing this feature thrown around, but dont really understand what it represents. how is it different than what we've been getting? does it do away with animations and/or morphs? can somebody give me an example of a negative situation in past NBA games and tell me how real time physics would correct it?Comment
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Re: What exactly is real-time physics?
That's a pretty good example.
They basically try to add a "skeleton" to the players that includes their mass/weight and momentum. It will definitely help with eliminating canned animations (like Yao Ming being warped or sucked to trigger a "tough shot" animation when colliding with Steve Nash).
It also depends to what extend they implement this. I get the feeling we're still going to see some canned animations in one way or another, and maybe next year it will be more of a true real time physics. Just a thought, because unless they've been working on it for a while, it probably takes a lot of time to "re-animate" and give every player the proper structure to respond to real time physics.Comment
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Re: What exactly is real-time physics?
thanx for all the responses. looking at that video, this seems like a great idea for basketball games. i dont have Live 10, so i'm not sure what needs to be corrected, but in 2K, real time physics seems like it'd definitely help a lot. no more of getting sucked into charges when you're barely moving; interesting collisions on dunks (like this: http://www.youtube.com/watch?v=qhOk2QFWvbg); not having your hand go through the ball on steals/blocks; being able to swim past defenders on the offensive glass; etc.
i hope EA really goes all-in for it. if they cant master it this year, at least by next yearComment
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Re: What exactly is real-time physics?
So just to see if I understood, Euphoria is a game animation engine (software) used to create real-time physics???
But EA(NHL/elite/etc) is not using Euphoria right???
If you see Backbreaker videos or even play it, man, you will be impressed, this is the future of gaming, players now have a skeleton, images are not empty, they have cells (lol), but as people say, this level of developing takes time
Another question, people said that now EA, specially the Elite team, can now make adjustments that took hours before but now they take seconds. My question is, those adjustments are on gameplay itself, or on these real time physics thing, meaning that what takes 3 years in the NHL series can take less in the elite????
I don´t know how can the Elite team develop this in only one year, and don´t know if the develop made before in NHL can help the elite team, but all I know is that this is the future of sports gaming, and companies that do master it 1st, will have huge advantages
Just look at Backbreakers, no one gave a chance without the teams license, but now we can see that with this Euphoria they took gameplay and realism to another level
And no, you can´t compare NHL to b-ball, you said that you have less collisions in b-ball, it is correct, but don´t forget that you have mid-air collisions, which makes it, more difficult to say in what sport is harder to develop this engine
PeAcEComment
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Re: What exactly is real-time physics?
they still have to model every single player almost from scratch and "build" them properly so they behave and act out accordingly
and it's not just about contact (such as checking)...basketball is all about momentum, mass, agility, and players using their size/strength abilities vs. guys that use their speed and craftiness.
the post up game is key for players to be able to roll off the other's body properly, or use their sheer strength etc.
it will probably take (as the other guy suggested) at least another dev cycle or two to see it done 100% properComment
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Re: What exactly is real-time physics?
yeah, that's why i'm hoping it can be done faster than a hockey or football game. the game would probably be unplayable (slashing, especially) if NBA Elite focused on every little bit of contact. i dont think any basketball fan would want 100%, considering how awkward the court spacing can be sometimes.i hope EA picks the right spots and masters them, thoughComment
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Re: What exactly is real-time physics?
So just to see if I understood, Euphoria is a game animation engine (software) used to create real-time physics???
But EA(NHL/elite/etc) is not using Euphoria right???
If you see Backbreaker videos or even play it, man, you will be impressed, this is the future of gaming, players now have a skeleton, images are not empty, they have cells (lol), but as people say, this level of developing takes time
Another question, people said that now EA, specially the Elite team, can now make adjustments that took hours before but now they take seconds. My question is, those adjustments are on gameplay itself, or on these real time physics thing, meaning that what takes 3 years in the NHL series can take less in the elite????
I don´t know how can the Elite team develop this in only one year, and don´t know if the develop made before in NHL can help the elite team, but all I know is that this is the future of sports gaming, and companies that do master it 1st, will have huge advantages
Just look at Backbreakers, no one gave a chance without the teams license, but now we can see that with this Euphoria they took gameplay and realism to another level
And no, you can´t compare NHL to b-ball, you said that you have less collisions in b-ball, it is correct, but don´t forget that you have mid-air collisions, which makes it, more difficult to say in what sport is harder to develop this engine
PeAcEComment
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Re: What exactly is real-time physics?
You know, this only means undercuts, flagrants and stuff like that.Comment
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Re: What exactly is real-time physics?
lol no man.....
Originally posted by parisbthey still have to model every single player almost from scratch and "build" them properly so they behave and act out accordingly
Originally posted by live_4realI don´t know how can the Elite team develop this in only one year, and don´t know if the develop made before in NHL can help the elite team, but all I know is that this is the future of sports gaming, and companies that do master it 1st, will have huge advantagesComment
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