Q: Will NS2 have physics objects?
Wilson
Join Date: 2010-07-26 Member: 72867Members
Hey, now that 183 is running nice a smooth for me, I have a question. Will the spark engine, once complete, have physcis objects like in source? (e.g. barrels, crates, boxes, small objects...that can be shot and moved around a bit.)
Currently, I fell like the game looks really nice but there is little interactivity with the environment. Everything is glued down to the map. Even wires just hang static rather than swinging back and forth (and they block your path like solid pipes).
I guess bulet decals will be added at some point. What about objects that you can shoot into pieces and destory? (boxes, glass, lcd screens, computer terminals that spark once shot etc.)
I really think that this increased level of interactivity makes the game world feel more alive and makes it more enjoyable just to interact with the map.
Currently, I fell like the game looks really nice but there is little interactivity with the environment. Everything is glued down to the map. Even wires just hang static rather than swinging back and forth (and they block your path like solid pipes).
I guess bulet decals will be added at some point. What about objects that you can shoot into pieces and destory? (boxes, glass, lcd screens, computer terminals that spark once shot etc.)
I really think that this increased level of interactivity makes the game world feel more alive and makes it more enjoyable just to interact with the map.
Comments
There already is a physics system in there (its even using Nvidia PhysX, I think). But currently it is only used for stuff like projectiles (flying curve of grenades and lerk spikes and the calculation of collisions like bouncing off a wall) items and ragdoll. Maybe you noticed that dropped weapons and ammo/medpacks have some physics behaviour, when getting dropped. As lerk you can actually have fun playing billard with that stuff XD.
And you are right, much of the props in the map simply look like they should react to physics (tools lying around, chairs, boxes, ...).
So summing it up, I guess this kind of thing will be implemented when everything else is polished and optimised. Just think of the incredible lag this would cause right now. *shudder*
Another idea that comes to mind are power cables, marines picking up cables and placing them in the right slots to get power on sounds appealing...
...the servers are overstrained with what is already there. But I agree that some things should be more alive, especially the cables. As long as you don't stumble across random crap all the time like in Dystopia or CSS of course. When the 3d-DI is done it would be nice to have wobbling tissues, drops, drools, and other stuff. But honestly I doubt that some of these will be implemented because it is just a cosmetic thing that would eat a lot of Max' time.
Btw: <a href="http://blogs.nvidia.com/2011/06/nvidia-launches-physx-3-0-with-support-for-emerging-gaming-platforms/" target="_blank">http://blogs.nvidia.com/2011/06/nvidia-lau...ming-platforms/</a>
Multi-Core support by a new Physx version, i wonder if it could be used for NS2 (they already have a licence, right?)
Why "<i>even</i>" wires? I would argue that it is harder to make proper physics for wires than normal boxes. You would have to use a curved shape, which probably is not a model, as I assume that you want wires like the rope tool in gmod, which goes between 2 points and has a certain length.
Even in source those ropes have no physics. Yes, it is possible to get physics for ropes/wires, but it is harder than physics for boxes. So saying that not <i>even</i> ropes have physics make no sense. :P
Also physics like that will most probably not be calculated by the server as it doesn't affect gameplay, this can be done client sided. Sure, stuff you move around does need to be synchronous but ropes or particles that don't interact with the players really do not.
and ropes shouldnt be solid. it seems just not right.
the tiny tin cans should be able to be pushed around..
oh and what would be awesome is if shot decals would stay there for the rest of the round.. (option for lenght like XXX seconds or forever)
- Adding new rope funct() LUA - effect.
- Adding small obj. phys - LUA - effect.
- Server optimisation - delayed till next patch.
Personally I wouldnt be all too bothered with the lack of objects that react to shooting / collisions... games that usually feature some objects usually have players try abuse the object physics ( like CS:S knocking over shelves in Office to make it hard to navigate the area. ) .
I think the combat should be fluid and not hampered by silly objects, like imagine as a Skulk getting stuck on a physics object like a desk while trying to circle strafe a Marine ? A marine getting blocked while retreating becuase someone pushed the shelfstack into the corridor ?
AAARGH, my mighty, highly trained marine got 'pwnd' by a shelfstack! ARRGH!
Jump on top of a barrel and hold it at just the right angle and you'll go floating up in the air... jump on top of a box and it'll vibrate like a sex toy before shooting off like a meteor, headshotting one of your teammates just as he respawns... nudge the side of a lamppost and it'll vanish outside the map, and while you're staring at where it used to be it hits you in the back of the head causing you to crater...
Good times.
Seconded.
However, Source did set the standard with physics objects. If you make an engine that doesn't handle them, then its one more way in which Spark is inferior to Source. This is something I see happening more after the NS2 v1 release.
If I had to pick though, I'd want to get volumetric effects over physical objects. Flamethrowers and lerk spores in a tight map with giant fans all over the place? Sounds like fun.
Currently, I fell like the game looks really nice but there is little interactivity with the environment. Everything is glued down to the map. Even wires just hang static rather than swinging back and forth (and they block your path like solid pipes).
I guess bulet decals will be added at some point. What about objects that you can shoot into pieces and destory? (boxes, glass, lcd screens, computer terminals that spark once shot etc.)
I really think that this increased level of interactivity makes the game world feel more alive and makes it more enjoyable just to interact with the map.<!--QuoteEnd--></div><!--QuoteEEnd-->
Yes, we do plan on adding more physics to objects at some point. We actually have some physics working already, and our dev test map that we use for testing has work lamps that can be knocked over. It's quite a bit easier to do client side only physics (which is why things like swinging cables is probably a lot simpler to do) but when you get objects changing position it gets much more complicated when the server needs to update it. Not to mention gameplay issues, with objects getting moved and then blocking main routes (yes that could be cool, as well, but potentially problematic at the same time). There are quite a few more important features, as well as optimizations that need to happen first, though, before we get to this.
Breakable objects would also be nice. There is a particular room on our Docking map that comes to mind, that has a lot of little props that would be great fun to shoot up, so that is something on our wishlist as well.
Bullet decals are far easier then the physics stuff. We already have some decal tech working, for the infestation, but we still need to develop the tech further to allow for more FX as well as mapper placed decals, as well. But yeah, bullet holes, claw marks, damage decals on structures, all that is stuff that's on the list.
--Cory
I never noticed anything like that in Dystopia (and never really played CSS), care to refresh my memory?
In dys_vaccine you have these: <a href="http://imgur.com/a/fattJ" target="_blank">http://imgur.com/a/fattJ</a>
On public games they are often used to block doors. Idk if that was the mapper's plan but it sucks.
Oh btw: the stuff in the first picture (chairs, screens, keyboards) don't make you stumble (i guess these are client-side physics props?) but the rack and the grey "crate"-things do.
I haven't played Css for a long time but i can remember these yellow barrels lying around everywhere when a grenade exploded.