Interactive physics

Racer1Racer1 Join Date: 2002-11-22 Member: 9615Members
Is NS2 going to support interaction with "inanimate" objects using a physics engine? For example, if there is a table or piece of metal that is not attached to the floor, will the players be able to push it around, or even pick it up? Presumably running into these objects would move them, depending on mass, etc.

If so, I can imagine a situation where a room contains various movable items and the commander orders the marines to pile everything up at an entrance in a desperate attempt to block an expected alien rush. After a few moments, the aliens attack, breaking through and rushing in over the pile of strewn debris.
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Comments

  • TychoCelchuuuTychoCelchuuu Anememone Join Date: 2002-03-23 Member: 345Members
    For mulitplayer games that stuff is more trouble than it's worth most of the time.
  • DawormDaworm Join Date: 2009-06-22 Member: 67900Members
    Would be cool and if it doesn't support a simple feature like this then the engine is limited. But it also means, will the items be destructible? If you pile/push boxes in front of a door to hold it for a few moments longer, can the aliens destroy the boxes? Can the bonus bash them out of the way?
  • davidcavalcantedavidcavalcante Join Date: 2009-06-08 Member: 67754Members
    edited July 2009
    <!--quoteo(post=1719998:date=Jul 29 2009, 07:28 PM:name=TychoCelchuuu)--><div class='quotetop'>QUOTE (TychoCelchuuu @ Jul 29 2009, 07:28 PM) <a href="index.php?act=findpost&pid=1719998"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->For mulitplayer games that stuff is more trouble than it's worth most of the time.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Actually, the Havok used in Source Engine makes that possible and it works GREAT.

    Have you ever played Zombie Panic! Source mod? The secret to win as survivor is to pile every object on the door entrance of some room.

    And no, the objects physic doesn't ruin the game. In fact it makes the game VERY INTERACTIVE and it would be great if NS2 had that feature.
  • homicidehomicide Join Date: 2003-11-10 Member: 22451Members
    Far more interested in player physics.
  • remiremi remedy [blu.knight] Join Date: 2003-11-18 Member: 23112Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester
    edited July 2009
    In most HL2 mods, the developers turn off physics for everything other than ragdolls* because otherwise there is a lot of wasted cpu and bandwidth on the server. If there is any good physics in NS2, it's going to be very limited in its use, I am sure.

    And even though with a Physics engine you can move around the stuff in the environment, it is not accurate enough and as a result kills immersion rather than adding to the experience.


    edit:
    * actually, ragdolls are handled clientside anyways..
  • steppin'razorsteppin'razor Join Date: 2008-09-18 Member: 65033Members, Constellation
    Isn't HL2DM all about flinging objects at each other though?
  • Tom HoenTom Hoen Join Date: 2009-07-02 Member: 68004Members
    <!--quoteo(post=1720087:date=Jul 30 2009, 04:40 PM:name=steppin'razor)--><div class='quotetop'>QUOTE (steppin'razor @ Jul 30 2009, 04:40 PM) <a href="index.php?act=findpost&pid=1720087"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Isn't HL2DM all about flinging objects at each other though?<!--QuoteEnd--></div><!--QuoteEEnd-->
    Yes it is and TF2 doesn't have this. It only supports ragdolls.
  • SirotSirot Join Date: 2006-12-03 Member: 58851Members
    All we really need is ragdoll physics, anything more will probably increase the minimal requirements of the game drastically. NS2's engine has similar minimal system requirements to Half Life 2 (which is considered one of the most scalable engines on the market) and for all intensive purposes, looks a lot better than Half-life 2 at max graphics. Don't forget it also has dynamic lighting.
  • TesseractTesseract Join Date: 2007-06-21 Member: 61328Members, Constellation
    <!--quoteo(post=1720111:date=Jul 30 2009, 05:22 PM:name=Sirot)--><div class='quotetop'>QUOTE (Sirot @ Jul 30 2009, 05:22 PM) <a href="index.php?act=findpost&pid=1720111"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->intensive purposes<!--QuoteEnd--></div><!--QuoteEEnd-->*intents and purposes

    Not meaning to sound Grammar Nazi-ish; some people just don't know the phrase.
  • GregzenegairGregzenegair Join Date: 2009-06-26 Member: 67944Members
    Maybe they could include Havok to the game because the engine is now free... But tools to develop the physics are not. I do not know, but having havok engine into the game would be really better than nothing, just to make ragdolls and breakables, it will help to make the game feel more ... a 2009 game.
  • SirotSirot Join Date: 2006-12-03 Member: 58851Members
    edited July 2009
    EDIT: Not going to encourage Tesseract.
  • aeroripperaeroripper Join Date: 2005-02-25 Member: 42471NS1 Playtester, Forum Moderators, Constellation
    edited July 2009
    Really the only physics you need in NS2:

    1) Ragdolls (of course)
    2) Weapons should be physically modeled. Meaning you can toss weapons like you do in CS:S, or weapons will fall realistically to the ground when killed.
    3) Limited map specific physics entities. This could include walkways that collapse, or some debris from an onos knocking a door down or a wall open.

    Ragdolls alone are gonna be really cool. It will probably be done client side like Source does I'd imagine. Although it would be awesome for everyone to see the same ragdoll if run serverside, its probably not realistic performance wise.
  • spellman23spellman23 NS1 Theorycraft Expert Join Date: 2007-05-17 Member: 60920Members
    Havok is annoying. It has stupid vehicle code. Not that it matters to NS2, but still.

    But yeah, turning on too much physics just eats bandwidth to keep track of everything and cpu power to process it all. I say limited items, ragdoll, and weapon/player physics.
  • GregzenegairGregzenegair Join Date: 2009-06-26 Member: 67944Members
    edited July 2009
    Havok is simply actually the best physic engine for video games. and it is used for so much games.

    Saying it has strange vehicule physics is just silly.


    <!--quoteo(post=1720120:date=Jul 30 2009, 05:48 PM:name=aeroripper)--><div class='quotetop'>QUOTE (aeroripper @ Jul 30 2009, 05:48 PM) <a href="index.php?act=findpost&pid=1720120"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Ragdolls alone are gonna be really cool. It will probably be done client side like Source does I'd imagine. Although it would be awesome for everyone to see the same ragdoll if run serverside, its probably not realistic performance wise.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Some source engine mod used ragdolls server side (The Hidden) and there was not so much problems...
  • uffouffo Join Date: 2003-05-03 Member: 16026Members
    I'm not expert with minimizing network load on games, but I believe it's extra hard on fast paced FPS games (you might've noticed there's almost always 32-64 slots tops) since the server has to do a lot of calculations and always sending the positions (okays it can do some predictions, but anyways) and in this genre you can't let the client handle the physics since it has to be exactly same for every player. so the server should do all the work and update every prop's position for every client and that really costs in latency.
    I'm not saying it can't be done, but it's just a lot harder to implement physics with low latency on fast FPS games.
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    i dunno - maybe you can have it 1/2 and 1/2 - the server only really would need to tell the clients, the start and end position of the physics object, and the end result - e.g damage certain object. everything inbetween would be fine client side i would expect
  • Dalin SeivewrightDalin Seivewright 0x0000221E Join Date: 2007-10-20 Member: 62685Members, Constellation
    edited July 2009
    <!--QuoteBegin-"schkorpio"+--><div class='quotetop'>QUOTE ("schkorpio")</div><div class='quotemain'><!--QuoteEBegin-->i dunno - maybe you can have it 1/2 and 1/2 - the server only really would need to tell the clients, the start and end position of the physics object, and the end result - e.g damage certain object. everything inbetween would be fine client side i would expect<!--QuoteEnd--></div><!--QuoteEEnd-->

    I'm pretty sure that would cause problems with replication. The problem with such a physics object is that a varierty of things can affect it. So you shoot a box, and the server server sends the start position of the box and the end position (which would still have to be calculated server-side unless you let the client do that too...). If there was absolutely Zero lag and <b>nothing</b> interacted with the box at all (which is extremely unlikely in real game situation where the game doesn't turns the physics off after a situation like this, which isn't practical) then you would probably be fine.

    The problem though is that in a real game, clients on a server would very rarely have a 0 lag, their ping would be >0 unless they were extremely near the server box or playing directly on it. This means that one player could jump on the way of the moving box, perhaps it kills the player, perhaps it doesn't, but the player interacts with the box. This would likely cause the box to change directions, giving a new start position (and possibly an end position). If a players ping is even low, their client, calculating the actual physics of the box would still have the old coordinates. When the new coordinates are received, the box could do a variety of things such as jumping around (because the new start position doesn't correspond with the old start position or end position and the box could still be in the middle of its old calculated trajectory in the air), so what you then get is Out of Sync issues.

    Furthermore, if Player As computer is much faster than Player Bs computer, the physics could be calculated faster and the box might end up being launched into the air before Player B sees that launch which causes other Out of Sync issues. The server should handle most of this stuff to keep everyones client in sync.
  • Racer1Racer1 Join Date: 2002-11-22 Member: 9615Members
    It sounds to me like the arguments against interactive (non-ragdoll) physics in a multiplayer FPS game are:
    1. "physics takes too much CPU time (and bandwidth)"
    2. "physics doesn't add anything to the gameplay"
    3. "most other multiplayer games don't do it, so it must be too difficult to accomplish"

    Argument #1 makes the assumption that a) all servers have limited CPU resources and b) processing power (and bandwidth) will not significantly increase in the future. The fact is that some admins are willing to sacrifice CPU power for a better gaming experience, and CPU power and available bandwidth will increase in the future. As long as the option is provided to server admins to disable (or reduce CPU time for) the physics engine, then this argument is marginalized.

    Argument #2 presupposes that physics cannot add to gameplay. Instead, the question should be, "in what way can we make the game more fun and immersive by adding physics?". If we can help gameplay using physics, then this argument doesn't even exist. If we cannot help gameplay, then the argument holds and physics should be left out -- but isn't this fact true for all features that could be added to a game?

    Argument #3 was the only one that pointed to the underlying problems in physics for multiplayer games. The fact is that synchronization of a physics based environment across multiple clients is difficult. This is especially true when you consider that clients run differently configured PCs with different amounts of latency. However, the fact that this challenge exists does not by itself mean doing physics is impossible.

    At the very least, if you get past the first two arguments, then you have a reason to at least try to tackle the third -- and add an interactive physics engine to the game.
  • steppin'razorsteppin'razor Join Date: 2008-09-18 Member: 65033Members, Constellation
    <!--quoteo(post=1720089:date=Jul 31 2009, 01:00 AM:name=Tom Hoen)--><div class='quotetop'>QUOTE (Tom Hoen @ Jul 31 2009, 01:00 AM) <a href="index.php?act=findpost&pid=1720089"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yes it is and TF2 doesn't have this. It only supports ragdolls.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I was replying to the previous poster, so yeah, what are you implying?
  • locallyunscenelocallyunscene Feeder of Trolls Join Date: 2002-12-25 Member: 11528Members, Constellation
    TF2 supports more than ragdolls. Is supports the same physics and CS:S which include random objects like barrels, cones, cans, etc. The reason you don't see them is because they add nothing to the game. In fact they hinder the game because you can get stuck on them when you try and move over them. On the server I played most often some of the maps had orange cones with physics enabled and I would often hear cries of "COWNED" when someone got stuck.
  • steppin'razorsteppin'razor Join Date: 2008-09-18 Member: 65033Members, Constellation
    thats almost worth it just to say cowned
  • N3MES1SN3MES1S Join Date: 2009-07-29 Member: 68303Members
    It would be great if ns2 had a similar function to the hl2 "press e to pick up, drop or throw" for props, It would make defending a hallway or doorway very fun and would make each individual round vary. I do not think this would be hard to implement in a game that is using the hl2 engine and probably the havok engine.

    Since this is something that wouldn't be too hard to implement, I say someone should start collecting signatures for inserting this idea into the game.
  • Dead-InsideDead-Inside Join Date: 2004-09-22 Member: 31862Members
    <!--quoteo(post=1720414:date=Aug 2 2009, 11:30 PM:name=N3MES1S)--><div class='quotetop'>QUOTE (N3MES1S @ Aug 2 2009, 11:30 PM) <a href="index.php?act=findpost&pid=1720414"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It would be great if ns2 had a similar function to the hl2 "press e to pick up, drop or throw" for props, It would make defending a hallway or doorway very fun and would make each individual round vary. I do not think this would be hard to implement in a game that is using the hl2 engine and probably the havok engine.

    Since this is something that wouldn't be too hard to implement, I say someone should start collecting signatures for inserting this idea into the game.<!--QuoteEnd--></div><!--QuoteEEnd-->

    It would hinder the gameplay a lot more than it would help it, I'm afraid. Add a lot of unneeded frustration.
  • aeroripperaeroripper Join Date: 2005-02-25 Member: 42471NS1 Playtester, Forum Moderators, Constellation
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->It would be great if ns2 had a similar function to the hl2 "press e to pick up, drop or throw" for props, It would make defending a hallway or doorway very fun and would make each individual round vary. I do not think this would be hard to implement in a game that is using the hl2 engine and probably the havok engine.

    Since this is something that wouldn't be too hard to implement, I say someone should start collecting signatures for inserting this idea into the game.<!--QuoteEnd--></div><!--QuoteEEnd-->

    They are no longer using the half-life 2 (Source) engine, which includes its havoc physics. It's on their own engine now with one or more physics systems other than havoc. Was it PhysX and another one they were trying? I can't remember.
  • LethalShadowLethalShadow Join Date: 2005-01-17 Member: 36026Members
    edited August 2009
    <!--quoteo(post=1720002:date=Jul 29 2009, 05:33 PM:name=davidcavalcante)--><div class='quotetop'>QUOTE (davidcavalcante @ Jul 29 2009, 05:33 PM) <a href="index.php?act=findpost&pid=1720002"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Actually, the Havok used in Source Engine makes that possible and it works GREAT.

    Have you ever played Zombie Panic! Source mod? The secret to win as survivor is to pile every object on the door entrance of some room.

    And no, the objects physic doesn't ruin the game. In fact it makes the game VERY INTERACTIVE and it would be great if NS2 had that feature.<!--QuoteEnd--></div><!--QuoteEEnd-->

    No it does not work GREAT. I can't remember how many times I got killed in CS:S Thanks to some dumb*** object like a barrel. You can get stuck in it or it pushes you back(or in any direction) against another object. Whatever it does, it's hindering your movement, therefore hindering your gameplay. Sure it looks neat to see stuff fly around when there's explosions, but the cons far outweight the pros in my opinion.

    Also take CoD4 for example, there's hundreds of little props lying around on tables and whatnot, they are affected by physics. You know what? Those little props bug the living hell out of me. So often I'm trying to shoot someone but there's an object in the way, and I waste bullets making it move. Or worse yet, it looks to you like you're hidden because an object is covering you, but in the other player's screen perhaps it isn't even there, and he can see your head sticking out crystal clear... Yeah, no thanks.

    The Zombie Panic mod revolves entirely around piling **** up so of course it helps THAT gameplay. For any other game, however, it's application is limited and/or useless. Finally, nobody should care about NS2 "feeling 2009", what you should care about is NS2 feeling like NS2.


    All in all, I think physics (other than ragdolls) doesn't even belong on the list of things UWE should be worrying about. There's tons of other gameplay aspects that require their attention, so let's please not bother them with making it possible for you to shoot a bottle around the room for an hour because you're bored. If playing with physic'ed objects is what you want to do, please go play Zombie Panic!


    (Edit: Also, think of the griefing/exploiting such objects could potentially allow.)
  • BacillusBacillus Join Date: 2006-11-02 Member: 58241Members
    Alien movement dependency doesn't mix up well with halfway working item physics. I'd say they either have to put a lot of effort into it or leave it out from the official maps at least. Having custom maps with barrel blockades and such is ok of course, but I don't want to have halfway working features like that in the core gaming experience.
  • locallyunscenelocallyunscene Feeder of Trolls Join Date: 2002-12-25 Member: 11528Members, Constellation
    <!--quoteo(post=1720432:date=Aug 3 2009, 12:11 AM:name=aeroripper)--><div class='quotetop'>QUOTE (aeroripper @ Aug 3 2009, 12:11 AM) <a href="index.php?act=findpost&pid=1720432"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->They are no longer using the half-life 2 (Source) engine, which includes its havoc physics. It's on their own engine now with one or more physics systems other than havoc. Was it PhysX and another one they were trying? I can't remember.<!--QuoteEnd--></div><!--QuoteEEnd-->
    IIRC it was PhysX and Bullet.
  • StakhanovStakhanov Join Date: 2003-03-12 Member: 14448Members
    Pretty sure they said physics would matter , with onos knocking turrets down and throwing marines around during charge. The teaser itself hints at heavy physics use.
  • spellman23spellman23 NS1 Theorycraft Expert Join Date: 2007-05-17 Member: 60920Members
    But that can all be done using
    1) limited physics entities or
    2) quasi-physics hacks (collision while using ability = damage and propulsion!)

    Also, in another thread, they explicitly said no knocking over turrets.
  • iKossuiKossu Join Date: 2002-12-30 Member: 11593Members
    <!--quoteo(post=1720197:date=Jul 31 2009, 02:41 PM:name=uffo)--><div class='quotetop'>QUOTE (uffo @ Jul 31 2009, 02:41 PM) <a href="index.php?act=findpost&pid=1720197"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'm not expert with minimizing network load on games, but I believe it's extra hard on fast paced FPS games (you might've noticed there's almost always 32-64 slots tops) since the server has to do a lot of calculations and always sending the positions (okays it can do some predictions, but anyways) and in this genre you can't let the client handle the physics since it has to be exactly same for every player. so the server should do all the work and update every prop's position for every client and that really costs in latency.
    I'm not saying it can't be done, but it's just a lot harder to implement physics with low latency on fast FPS games.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Can't it be done so that the server does one set of calculations (continuously of course) and simply sends it to all players? I mean they are in the same game and therefore should see everything the same way, right? Well, I really am fine if the physics are limited to merely ragdolls and stuff. But I personally always liked the idea of an Onos storming at a bunch of turrets spitting metal at it. The huge mass and velocity of Onos causes turrets to... well, to put it in a settle way, step aside upon impact. I guess that could be done in as ragdolls as well.
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