Destructible Environments

Started by SaltySnail, May 19, 2008, 06:28:53 PM

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LennardF1989


Zedblade

Quote from: Overstatement on May 19, 2008, 08:10:14 PM
Who's talking about destructables? I'm talking about decals that show the other side of the object rather than an image the artist makes. Nothing to do with spliting vertices, all done in a pixel shader. It's much easier to implement than destructible enviroments.

I don't think we should have this conversation either because Unreal3 is too damn inflexible to do anything cool.

Decals that show the other side wouldn't look right. There would be no depth, it would be like a portal and not a hole in something.

Quote from: Overstatement on May 19, 2008, 08:10:14 PM
Unreal3 is too damn inflexible to do anything cool.

Not really, Unreal3 can do a lot, it's just we are at a disadvantage because we can't actually do any changes to code and have to do what we can with what UT3 allows. The actual Engine though allows a lot.

Cyntrox

Quote from: Zedblade on May 19, 2008, 08:29:04 PM
Quote from: Overstatement on May 19, 2008, 08:10:14 PM
Who's talking about destructables? I'm talking about decals that show the other side of the object rather than an image the artist makes. Nothing to do with spliting vertices, all done in a pixel shader. It's much easier to implement than destructible enviroments.

I don't think we should have this conversation either because Unreal3 is too damn inflexible to do anything cool.

Decals that show the other side wouldn't look right. There would be no depth, it would be like a portal and not a hole in something.
In addition, if you shot off, for example, the foot of a table, it wouldn't affect the way the table stands. The way I understand what you mean, anyways. That would just be retarded...

SaltySnail

Quote from: Cyntrox on May 19, 2008, 08:48:52 PM
Quote from: Zedblade on May 19, 2008, 08:29:04 PM
Quote from: Overstatement on May 19, 2008, 08:10:14 PM
Who's talking about destructables? I'm talking about decals that show the other side of the object rather than an image the artist makes. Nothing to do with spliting vertices, all done in a pixel shader. It's much easier to implement than destructible enviroments.

I don't think we should have this conversation either because Unreal3 is too damn inflexible to do anything cool.

Decals that show the other side wouldn't look right. There would be no depth, it would be like a portal and not a hole in something.
In addition, if you shot off, for example, the foot of a table, it wouldn't affect the way the table stands. The way I understand what you mean, anyways. That would just be retarded...

No it would, but i didn't want to use like 50's examples. And not everything should be destructive.

Tidenburg

QuoteWho's talking about destructables?
QuoteProject Stealth Ã,» About Project Stealth Ã,» Public Discussion Ã,» Destructible Environments

goodkebab

#20
Quote from: SaltySnail on May 19, 2008, 08:08:18 PM
Ok, and yeh i had no idea how much time it would take to do something like this.

thats the situation with a lot of ideas.   Its to easy to think that PS is  a AAA title with a large team and budget.

The old school way of doing it, like in CT....is the artist actually has to create a destroyed version of whatever is destructable.


The demos from StarWars that i have seen make it appear like it is done procedurally (game engine does it),

frvge

Quote from: savior2006SCDA has more bugs than a rain forest.
Quote
Treat your customers with respect you make more customers. Treat your customers like pirates, you make more pirates.

Overstatement

Quote from: Zedblade on May 19, 2008, 08:29:04 PM
Decals that show the other side wouldn't look right. There would be no depth, it would be like a portal and not a hole in something.

Exactly why I think it would be fun. It allows programmers to play artist. We try the most obvious approach and say "Hey, it looks like it has no depth. Let's try to add ... to fix it" and then becomes progressively better until it's very good. It's a process, not single step. And shaders are not inflexible things that can only do bloom, lighting and bumpmapping.

Quote from: goodkebab on May 19, 2008, 09:11:41 PM
The demos from StarWars that i have seen make it appear like it is done procedurally (game engine does it),

"euphoria is currently being integrated into multiple AAA next-generation console titles, including Grand Theft Auto IV, Star Wars: The Force Unleashed, Indiana Jones and Backbreaker."
http://www.naturalmotion.com/euphoria.htm

Cyntrox

Quote from: SaltySnail on May 19, 2008, 09:00:56 PM
Quote from: Cyntrox on May 19, 2008, 08:48:52 PM
Quote from: Zedblade on May 19, 2008, 08:29:04 PM
Quote from: Overstatement on May 19, 2008, 08:10:14 PM
Who's talking about destructables? I'm talking about decals that show the other side of the object rather than an image the artist makes. Nothing to do with spliting vertices, all done in a pixel shader. It's much easier to implement than destructible enviroments.

I don't think we should have this conversation either because Unreal3 is too damn inflexible to do anything cool.

Decals that show the other side wouldn't look right. There would be no depth, it would be like a portal and not a hole in something.
In addition, if you shot off, for example, the foot of a table, it wouldn't affect the way the table stands. The way I understand what you mean, anyways. That would just be retarded...

No it would, but i didn't want to use like 50's examples. And not everything should be destructive.
I was talking about the decal idea.

Gawain

before thinking about this kind of stuff, how about making more materials less bullet-proof (with no visual effect like bullet holes; for instance, the vents on station work that way). cod4 any1? XD

MR.Mic

Quote from: goodkebab on May 19, 2008, 09:11:41 PMThe demos from StarWars that i have seen make it appear like it is done procedurally (game engine does it),

From what I understand, the destructables in the star wars game are models that (upon collision) swap with a network of broken piece meshes which are held together with breakable attachment constraints. The geometry isn't actually generated procedurally.
[size=2]Lead Visual Effects Artist - Advanced Materials, Particles, and Post-Process Effects
Website: http://studentpages.scad.edu/~ctripp20/index.htm][/size]

Hyrage

#26
Quote from: Overstatement on May 19, 2008, 09:42:21 PM
Quote from: Zedblade on May 19, 2008, 08:29:04 PM
Decals that show the other side wouldn't look right. There would be no depth, it would be like a portal and not a hole in something.

Exactly why I think it would be fun. It allows programmers to play artist. We try the most obvious approach and say "Hey, it looks like it has no depth. Let's try to add ... to fix it" and then becomes progressively better until it's very good. It's a process, not single step. And shaders are not inflexible things that can only do bloom, lighting and bumpmapping.

Quote from: goodkebab on May 19, 2008, 09:11:41 PM
The demos from StarWars that i have seen make it appear like it is done procedurally (game engine does it),

"euphoria is currently being integrated into multiple AAA next-generation console titles, including Grand Theft Auto IV, Star Wars: The Force Unleashed, Indiana Jones and Backbreaker."
http://www.naturalmotion.com/euphoria.htm
But there is a problem with Euphoria in terms of Gameplay issues. Once the system is operating, the current NPCs is acting on his own until his action is done.

So if you push back a npc, he will fall down, and try to get up. Euphoria starts when the NPC starts to being push back and stop when he dies et stand up. The problem here is when he tries to get up, if you touch him, he will fall back again and never be able to do anything (gameplay)... If it was a boss fight, it would be a real joke.

Euphoria isn't more than 65% effective right now. In other terms, Euphoria is only great when it only acts on a Death Situation.
http://img241.imageshack.us/img241/1015/achievement3zo3.jpg[/img]

"Video Games are art, but we don't play art, we play games."

Cyntrox

Quote from: Hyrage on May 19, 2008, 10:01:11 PM
Quote from: Overstatement on May 19, 2008, 09:42:21 PM
Quote from: Zedblade on May 19, 2008, 08:29:04 PM
Decals that show the other side wouldn't look right. There would be no depth, it would be like a portal and not a hole in something.

Exactly why I think it would be fun. It allows programmers to play artist. We try the most obvious approach and say "Hey, it looks like it has no depth. Let's try to add ... to fix it" and then becomes progressively better until it's very good. It's a process, not single step. And shaders are not inflexible things that can only do bloom, lighting and bumpmapping.

Quote from: goodkebab on May 19, 2008, 09:11:41 PM
The demos from StarWars that i have seen make it appear like it is done procedurally (game engine does it),

"euphoria is currently being integrated into multiple AAA next-generation console titles, including Grand Theft Auto IV, Star Wars: The Force Unleashed, Indiana Jones and Backbreaker."
http://www.naturalmotion.com/euphoria.htm
But there is a problem with Euphoria in terms of Gameplay issues. Once the system is operating, the current NPCs is acting on his own until his action is done.

So if you push back a npc, he will fall down, and try to get up. Euphoria starts when the NPC starts to being push back and stop when he dies et stand up. The problem here is when he tries to get up, if you touch him, he will fall back again and never be able to do anything (gameplay)... If it was a boss fight, it would be a real joke.

Euphoria isn't more than 65% effective right now. In other terms, Euphoria is only great when it only acts on a Death Situation.
Is there any games out based on it?

Hyrage

GTA 4 & Star Wars: Force Unleashed.
Someone already said it ^^.  :-*
http://img241.imageshack.us/img241/1015/achievement3zo3.jpg[/img]

"Video Games are art, but we don't play art, we play games."

Cyntrox

Quote from: Hyrage on May 19, 2008, 10:12:49 PM
GTA 4 & Star Wars: Force Unleashed.
Someone already said it ^^.  :-*
Ah, I didn't know Star Wars was out or that GTA used it :P