PDA

View Full Version : Physics + Tank shell into Soldier chest= flying body?


Biscuit
2012-06-10, 09:51 PM
not going completely in the realms of "its in real life etc etc." because specifcally a tank shell fired into a soldiers chest makes instant spam chunks and cherry kool aid.


What im curious about, will we see physics play a roll on soldiers when they get killed.

such as getting clotheslined and dragged away by a hunk of speeding galaxy metal?

or

take a push back, spin or back flip from a point blank shot gun/jack hammer into the face?

or

do the classic stuntman trampoline front flip from a Liberator gunship fire explosion?

or

do the truffle shuffle when lit up by a TR firing squad all equiped with MCGs?

you get the idea.


overall im very excited seeing how dynamic both the explosions and debris are in the game so far. would it be possible if not appropriate if players themselves be part of the dynamic carnage themselves?

MrMorton
2012-06-10, 09:58 PM
basically you mean ragdoll physics on death,

so far no, there are preset animations.

indirect
2012-06-10, 10:04 PM
PhysX style Physics in a game on this scale is just not feasible me thinks

Goku
2012-06-10, 10:12 PM
Sounds good brother but it may trigger this http://img1.findthebest.com/sites/default/files/867/media/images/t/M_Mature_Video_Game_Rating.jpg.

I don't know if SOE wants to have that on their sign up page.

If a game like COD is rated M and is the biggest selling game every year, SOE doesn't have much to be worried about IMO.

ArmedZealot
2012-06-10, 10:15 PM
I'm pretty sure that Higby said they are looking at bringing Ragdoll into the game with PhysX, however the E3 videos seems to go against that.

I would at least want some gibbin action going on ala T:A.

Talking out of ass mode (TOA): I wouldn't see why ragdoll would be so hard to implement. Body locations don't have to be transmitted between players or even seen in the same location for every player after death. They shouldn't be collidable objects except with walls and such. Let the players with PhysX render ragdoll locally and not give a fuck where the bodies go. Just let them go.

Landtank
2012-06-10, 10:18 PM
PhysX takes an absolutely tremendous amount of processing power, so I wouldn't be surprised to see it left out.

It isn't absolutely necessary for the game, would definitely be nice to see though :P

McBane
2012-06-10, 10:19 PM
I want this kind of physics. Evidently, the level of granularity would not be possible with current average net speed. But in Red Faction Guerilla a simpler version of these effects worked already flawlessly in online matches two years ago..

ArmedZealot
2012-06-10, 10:22 PM
I want this kind of physics. (http://www.youtube.com/watch?v=9lCkB77it-M) Evidently, the level of granularity would not be possible with current average net speed. But in Red Faction Guerilla a simpler version of these effects worked already flawlessly in online matches two years ago..


That is the coolest thing I've seen in a while.

I doubt we would ever see a Planetside with fully destructible environments though. Too much of an impact on gameplay.

Wayside
2012-06-10, 10:23 PM
I suspect the line between Teen and Mature rating has more to do with blood and giblets than the selective depiction of newtonian physics. I for one am 100% completely in favor of ragdolls flying in all directions from the site of an explosion of sufficient force.

I think thats a great method of communicating the sheer force of a given weapon. Its also damn good fun for anyone who accepts the reduced versatility inherent in piloting a vehicle for the chance to bring larger weapons to bear on the enemies of their empire.

A player piloting a tank might not be able to rush in the front door with their fellow outfit members to capture a control point, but if they play their cards right they might have the chance to send some of the responding enemy infantry into low orbit with a well placed shot. :D

WVoneseven
2012-06-10, 10:27 PM
Hmm both ragdoll and gibbing would probably up the rating.... but boy i'd love me some gibbing (Tribes did ok with their bloodless gibbing and ragdoll and bits disappear relatively quickly)

Xaine
2012-06-10, 10:28 PM
PhysX style Physics in a game on this scale is just not feasible me thinks

This, i think.

Biscuit
2012-06-10, 10:29 PM
Hmm both ragdoll and gibbing would probably up the rating.... but boy i'd love me some gibbing (Tribes did ok with their bloodless gibbing and ragdoll and bits disappear relatively quickly)

to my knowledge thats perhaps why it was able to acquire a Teen rating instead of a Mature rating

McBane
2012-06-10, 10:33 PM
This, i think.

Effects of gravity, inertia, impulse, momentum are doable. Used by newer multiplayer games, such as BF3 or BFBC1 and 2.

However, real-physics destruction is a bigger issues due to net latency. That was only really done right by Red Faction Guerilla. BF3 uses meshes for that, so no real physics.

TurelSun
2012-06-10, 10:44 PM
Talking out of ass mode (TOA): I wouldn't see why ragdoll would be so hard to implement. Body locations don't have to be transmitted between players or even seen in the same location for every player after death. They shouldn't be collidable objects except with walls and such. Let the players with PhysX render ragdoll locally and not give a fuck where the bodies go. Just let them go.

Unfortunately, because of Medic revives, where the body lands has to be the same for everyone. Still would be nice to have ragdoll physics in place, though it might make the Medics job a lot more interesting if they have to chase down bodies that have been blown away or landed in awkward locations.

Biscuit
2012-06-10, 10:49 PM
Unfortunately, because of Medic revives, where the body lands has to be the same for everyone. Still would be nice to have ragdoll physics in place, though it might make the Medics job a lot more interesting if they have to chase down bodies that have been blown away or landed in awkward locations.

ya,

would be a bit too extreme if medics had to do a abit of giblet retrieving to revive 1 guy.

Wayside
2012-06-10, 10:50 PM
Unfortunately, because of Medic revives, where the body lands has to be the same for everyone. Still would be nice to have ragdoll physics in place, though it might make the Medics job a lot more interesting if they have to chase down bodies that have been blown away or landed in awkward locations.

Still, and fully embracing the spirit of TOA mode, it might be as simple as keeping the location of the torso uniform between server and client. Not every appendage relative to the torso.

Whether the head is facing south, or an arm is dangling off a ledge, or the legs are folded backwards so horribly that its painful to even look at doesn't matter from one client to another, provided the center of mass - the torso - is uniformly located among all clients. Same for the path the body takes as it goes flippity floppity accross the sky before coming to a stop wherever it is that it lands. If one player sees it cartwheeling while other players see it doing the super man, it doesn't really matter provided the center of mass travels the same arc and lands in the same place.

Its just one object being tracked per player. That's already being done. Unless I'm horribly, horribly wrong.
>_>
<_<

McBane
2012-06-10, 10:53 PM
PhysX takes an absolutely tremendous amount of processing power, so I wouldn't be surprised to see it left out.


Rag-doll would be absolutely viable, already available since Half Life 2 in multiplayer.
Real-physiX destruction is another story.

IMMentat
2012-06-10, 10:58 PM
Ragdoll will be nice to have, later. Let em get the game right before messing about with fluff effects.

Remember that planetsid has SCALE, so comparing all those 6-32 player games against it is a bit over-expectant (unless you own intelligence agency grade super-computers you can rent out to the SOE server providers).

captainkapautz
2012-06-10, 10:59 PM
Ragdoll would be baller.

I don't think anyone wants physx destruction, because I'm pretty sure 3 weeks after release we'd be fighting on the surface of the moon. ;)

Cuross
2012-06-10, 11:21 PM
not going completely in the realms of "its in real life etc etc." because specifcally a tank shell fired into a soldiers chest makes instant spam chunks and cherry kool aid.

take a push back, spin or back flip from a point blank shot gun/jack hammer into the face?


I'm not opposed to ragdoll physics, but like was mentioned, it would make for a really hard time for medics, haha. But I just have issue with that point that you mentioned lol, too much hollywood, would feel too arcadey and cartoony for me in this game.

ArmedZealot
2012-06-10, 11:23 PM
Still, and fully embracing the spirit of TOA mode, it might be as simple as keeping the location of the torso uniform between server and client. Not every appendage relative to the torso.

That or just bring the backpack system back. Have a "backpack" indicating where the player can be revived that does not undergo ragdoll.

Come up with some BS lore reason and call it a nanite repository or somesuch.

Tribes: Ascend has gib, just not bloody gib. It is still rated T.

Wayside
2012-06-11, 12:54 AM
That or just bring the backpack system back. Have a "backpack" indicating where the player can be revived that does not undergo ragdoll.

Come up with some BS lore reason and call it a nanite repository or somesuch.

Tribes: Ascend has gib, just not bloody gib. It is still rated T.

And seeing the smoldering pieces of your enemy bounce across their flag stand is truly satisfying :) I would definitely enjoy a similar experience in Planetside 2.

proxy
2012-06-11, 02:58 AM
PhysX style Physics in a game on this scale is just not feasible me thinks

They already confirmed PhysX support. I'll try to find the source.

edit: This thread (http://www.planetside-universe.com/showthread.php?t=36576)

mynameismud
2012-06-11, 03:54 AM
But in Red Faction Guerilla a simpler version of these effects worked already flawlessly in online matches two years ago..

off topic. That video was cool, but man that game was fun, i wish they built off of it into something better rather than the crappy game that followed.

Guerilla had like one or two things to tweak or improve and it would have been the hit they wanted.

Nasher
2012-06-11, 06:01 AM
They are already using nvidia physx for vehicles and projectiles etc.

But they are not using ragdolls because it would cause problems. Ragdolls are client side so they don't appear the same for everyone, which means reviving people would be buggy.

WVoneseven
2012-06-11, 08:14 AM
The medic ragdoll problem could be solved with molecular memory where the place of death is the place of revive as the molecules remember that part of their past.
This should be only shown to medics and simply as well to avoid clutter. One suggestion earlier was the dropping packs possibly some sort of node that drops vertically downwards. This could show on the medics UI.

Tim
2012-06-11, 08:22 AM
Problem is sort of makes the medic class redundant in these cases, must be hard to revive all that gib!

WaryWizard
2012-06-11, 08:58 AM
you don't need to have dismembering to have ragdolls. I don't want a pile of arms that someone set up outside spawn room. A pile of ragdoll bodies is good enough.

Sladuog
2012-06-11, 10:22 AM
A max unit corpse was seen being transported a significant distance by a tank, day 1 e3. This may just be a bug.

MercDT
2012-06-11, 10:38 AM
There could be a mix of ragdoll and death animations. I'm not referring to ones like Battlefield 3 where the actual death is a mix of both (first animated, then ragdoll...that would be nice though) but more like a switch that would determine when to use to ragdoll physics.

So, I figured they're already doing this...but the way I imagine it is that the switch will be turned on for ragdolls when a certain thresh hold would be reached...say less than a 100 players. At that point the system would enable ragdoll. If the system determines that there's too many players then it switches the ragdoll system off and goes into animation mode.

So...this is something that they could be POSSIBLY doing...I don't really know though.

Hamma
2012-06-11, 08:35 PM
you don't need to have dismembering to have ragdolls. I don't want a pile of arms that someone set up outside spawn room. A pile of ragdoll bodies is good enough.

What if you could make a campfire from discarded arms and legs? As a warning.. :p