1. Forums
  2. Discord
  3. About Mapcore
  4. Patreon Supporters
  • Login
  • Register
  • Search
This Thread
  • Everywhere
  • This Thread
  • This Forum
  • Articles
  • Pages
  • Forum
  • More Options
  1. Mapcore
  2. Discussions
  3. Off-Topic

Physicprocessor video

  • MrH2o
  • May 26, 2005 at 10:38 AM
  • MrH2o
    • May 26, 2005 at 10:38 AM
    • #1

    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

    http://%7boption%7d

  • sensee
    • May 26, 2005 at 11:11 AM
    • #2

    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.

  • Zacker
    • May 26, 2005 at 12:20 PM
    • #3

    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.

  • mike-0
    • May 26, 2005 at 6:45 PM
    • #4
    Quote from sensee

    you can't make models in source that have individual breakable parts. either the whole model is breakable or it's not.

    what about the plants in office? the leaves dont break, but the pot does.

  • TomWithTheWeather
    • May 26, 2005 at 6:54 PM
    • #5

    Replace every instance of "Source" in this thread with "Havoc".

  • Zacker
    • May 26, 2005 at 7:23 PM
    • #6

    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.

  • JynxDaddy
    • May 27, 2005 at 7:46 AM
    • #7

    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)

  • sensee
    • May 27, 2005 at 11:17 AM
    • #8
    Quote from mike-0

    what about the plants in office? the leaves dont break, but the pot does.

    these are just 2 different gibs. The plant gib and the broken pot gibs. nothing special.

  • DanielAragon
    • May 28, 2005 at 10:48 PM
    • #9

    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?

  • Algor
    • May 29, 2005 at 1:11 AM
    • #10
    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.

  • Zacker
    • May 29, 2005 at 1:51 PM
    • #11

    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:)

Participate now!

Don’t have an account yet? Register yourself now and be a part of our community!

Register Yourself Login
Discord

The Mapcore Discord is our lively IRC channel of the 2000s reborn. Chat about level design, gaming, and more.

Latest Posts

  1. Custom Gamemodes Contest

    Angel
    July 20, 2026 at 11:46 AM
  2. FAQ

    Angel
    July 20, 2026 at 10:14 AM
  3. Tangerine

    Harry Poster
    July 18, 2026 at 11:10 AM
  4. Any of the old guard still around? D:

    Warby
    July 12, 2026 at 8:23 PM
  5. About our archived forums

    Thrik
    June 30, 2026 at 2:12 PM
  6. Mapcore Discord

    mason_fan123
    June 24, 2026 at 8:52 PM
  7. [CS2] Valley

    Serialmapper
    June 22, 2026 at 11:56 AM
  8. Free Music / SFX Resource - Over 2500 Tracks

    Eric Matyas
    June 18, 2026 at 12:32 PM
  9. Pango [WIP]

    Elowen
    June 11, 2026 at 10:13 AM
  10. [CS2] Dvina

    Jeremy Rivera
    June 11, 2026 at 10:03 AM

Users Viewing This Thread

  • 1 Guest
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™