This is showing a Physicprocessor in action, the only part that interested me fairly was the end part, the others seems like HL2 could handle
Physicprocessor video
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no it's the other way round
you can't make models in source that have individual breakable parts. either the whole model is breakable or it's not.
the end part is quite impressive but source could do that as well.
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Sensee is right. It is the localized damage which is cool. Source can handle the end part, but it will cause a major fps drop.
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Replace every instance of "Source" in this thread with "Havoc".
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Mike-O: They are probably two different models.
TWTW: Hmm yeah. It is Havoc that drives Source, but according to Valve they also did a good bunch of work on the phycics. "With Havok it was really tough, without it would have been impossibl" -Valve.
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The boxes seemed simple enough, They were just lots of models attached to each other with breakable connections. What I really want to see is a dynamic breakable (Like Valve said they had in Source)
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zacker, i know that its true that many ragdoll/physics enabled object will
drop your fps faster than anything, does it amtter what engine the game is
using? for example. lets say we had 10 ragdolls active in half life 2 and
10 in unreal. would one engine handle that many ragdolls better?
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Quote from DanielAragon
zacker, i know that its true that many ragdoll/physics enabled object willdrop your fps faster than anything, does it amtter what engine the game is
using? for example. lets say we had 10 ragdolls active in half life 2 and
10 in unreal. would one engine handle that many ragdolls better?
It is not about the engine that is running the game.
A large part is what physics engine you are using, how many bones the model has, how well it is rigged, scene complexity, implementation, etc.
People often associate the Source engine with good physics, and I'd say you'd be more wrong than right.
HL2 uses Havok physics (whatever version) but the "Source" is defining the weight and handling of all the objects to make it appear proper and realistic, and they did a very good job at this.
I wouldn't say "Havok" by itself is good either, because the ragdolls in a game like Thief 3, using Unreal tech with Havok physics probably has the worst ragdolls I have ever seen.
I guess some people get it right, and others don't.
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Yes it matter what engine the game is using. It is not as much what engine that runs the gfx, etc., but rather what phycics engine it is using. Algor answered it pretty well:)
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