MrH2o Posted May 26, 2005 Report Posted May 26, 2005 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://www.fz.se/filarkiv/?file=mov/physx/DivxPhysxAirtight720x400.avi Quote
sensee Posted May 26, 2005 Report Posted May 26, 2005 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. Quote
Zacker Posted May 26, 2005 Report Posted May 26, 2005 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. Quote
mike-0 Posted May 26, 2005 Report Posted May 26, 2005 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. Quote
TomWithTheWeather Posted May 26, 2005 Report Posted May 26, 2005 Replace every instance of "Source" in this thread with "Havoc". Quote
Zacker Posted May 26, 2005 Report Posted May 26, 2005 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. Quote
JynxDaddy Posted May 27, 2005 Report Posted May 27, 2005 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) Quote
sensee Posted May 27, 2005 Report Posted May 27, 2005 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. these are just 2 different gibs. The plant gib and the broken pot gibs. nothing special. Quote
DanielAragon Posted May 28, 2005 Report Posted May 28, 2005 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? Quote
Algor Posted May 29, 2005 Report Posted May 29, 2005 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? 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. Quote
Zacker Posted May 29, 2005 Report Posted May 29, 2005 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:) Quote
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