Mmm... physics.
Does anybody know if there is game in which where you shoot (or stab) the rope is where it cuts?
Does anybody know if there is game in which where you shoot (or stab) the rope is where it cuts?
no but i have just been reading it in my 360 magazine and it said it was glitchycthulhu257 post=9.69748.670508 said:Why does everybody keep saying how good the GTA IV physics are? Has anyone ever used the telekinesis in Psi-Ops?
whts thatcthulhu257 post=9.69748.670508 said:Why does everybody keep saying how good the GTA IV physics are? Has anyone ever used the telekinesis in Psi-Ops?
I really dig it when people drop info like this.Shabubu post=9.69748.670303 said:Hopefully, we'll see a lot of these issues going away very soon. The big flaw of graphics and physics is that the CPU can't get feedback from the game world very well.tiredinnuendo post=9.69748.670122 said:The overall problem with physics is that things seem to behave as if they've all coated in bouncy-ball rubber, and objects tend to either be light as a feather (walking gently by a knee-height crate full of supplies will knock it around) or simply unmovable. It's being refined and we're certainly getting there, but we've got a ways to go yet.
- J
That's what Intel's new chip-thingy is trying to solve, moving graphics and CPU onto the same die should allow them to share data more easily.
So, your issues might be things of the past soon.
Well, because people implement it into their game engines with more or less prowess. Look at the difference between Halo 3's physics and Half Life 2's physics. Also, I think physics pretty much hit the roof with Star Wars: The Force Unleashed: Euphoria, Digital Molecular Matter and Havok all running at the same time, with zero performance hits. Now there can be fine tuning of these, but still...Anarchemitis post=9.69748.670550 said:Physics can be an excellent component to add to the game if applied properly, but if you're going to make a game that has physics as a very important or centralized part of the gameplay (Mirror's Edge's Parkour or Half-Life 2's Gravity gun) it has to be implemented with extreme consideration and lots of work to get it perfect. No one likes a mediocre gameplay mechanic.
Aside, I still don't know why people argue about Physics being better in one game than another because Havok basically runs a monopoly of that respect.
There's some engines with their own physics, like CryEngine 2.Anarchemitis post=9.69748.670550 said:Physics can be an excellent component to add to the game if applied properly, but if you're going to make a game that has physics as a very important or centralized part of the gameplay (Mirror's Edge's Parkour or Half-Life 2's Gravity gun) it has to be implemented with extreme consideration and lots of work to get it perfect. No one likes a mediocre gameplay mechanic.
Aside, I still don't know why people argue about Physics being better in one game than another because Havok basically runs a monopoly of that respect.
Sweet. Thanks.Eggo post=9.69748.670608 said:I think he's talking about Larrabee...Check out the info/news/drama here:tiredinnuendo post=9.69748.670573 said:I really dig it when people drop info like this.
Please don't take this as as, "I don't believe you, show me a link," request, I'd just like to read more about this, so I don't suppose you have a link to an article or anything? It sounds like it would be a good read.
- J
http://www.engadget.com/tag/larrabee/
thanks for your inputElArabDeMagnifico post=9.69748.670784 said:What do I think? Well I think that they are fucking great and add so much to the game that all games need them.
Bionic Commando Rearmed is a damn 2D platformer with PhysX powered Ragdoll, rolling a barrel into someone and seeing them land on their neck and break it is what makes the game so awesome.