Would Physics Really Add Anything To Ns?

AposApos Join Date: 2003-06-14 Member: 17369Members, Constellation
<div class="IPBDescription">a neat feature.. but is there any point?</div> This is NOT about HL2, though obviously HL2 is what raises the issue. This is about the applicability to NS of having a full rigid-body physics system working to any degree on the server-side (i.e. the physical interactions "matter" to the game instead of just being client-side eye-candy).

It's pretty obvious that NS, being a multiplayer game, doesn't want to bog down network traffic with too many server syncronized physics objects, especially given how many unique structures the game already uses. Worse, this game really doesn't at least on first brush, seem to benefit from server-side physics the way a slower game like CS would. You can imagine how in CS that it would be useful to be able to knock over a table to use for cover. But in NS, most of the aliens attack with either melee or splash damage: barricades don't benefit marines all that much, because they primarily aren't worried about protection from bullets.

So I wanted to discuss two issues:

-are there any good ideas for how server-side physics could actually benefit gameplay as opposed to being a waste of resources? Can anyone think of ANYTHING that would really add in a major way to the gameplay of NS?
-is a server-side physics model really appropriate to NS at all (and hence any urgency in switching over to next-gen engines like HL2 for that reason)?

Comments

  • Creepin_JeezusCreepin_Jeezus Join Date: 2002-11-15 Member: 8801Members, Constellation
    i don't think it'd do anything for the game. except maybe nicely made levels you can blow up by triggering something. but even that that has limitations.
  • TommyVercettiTommyVercetti Join Date: 2003-02-10 Member: 13390Members, Constellation, Reinforced - Shadow
    b3cuZ 1+ w0ld b3 c00L!!!!!1111

    Imagine an Onos running through the Marine base tossing the buildings around easily. Imagine the Hive falling from the ceiling and plopping on the floor when it dies. IMAGINE A MARINE GRAVITEH GUN~!!!!!
  • Electrical_TapeElectrical_Tape Join Date: 2003-07-18 Member: 18257Members
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->-are there any good ideas for how server-side physics could actually benefit gameplay as opposed to being a waste of resources? Can anyone think of ANYTHING that would really add in a major way to the gameplay of NS?
    -is a server-side physics model really appropriate to NS at all (and hence any urgency in switching over to next-gen engines like HL2 for that reason)?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Well, I think ANY game benefits from realism, especially from physical realism. But I believe the Half life engine, being 5 years old, is very limited in the amount of real life physics that could be applied. Plus, Id think it would be a programing nightmare to try and implement something like real time physics to the half life engine, more trouble than it would be worth.

    But to answer your questions openly, they would benefit the game in being awesome eye candy, and adding more stratigic value to maps with everyday stuff lying around. And, Physics are appropiate in any game <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • AposApos Join Date: 2003-06-14 Member: 17369Members, Constellation
    edited July 2003
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Imagine an Onos running through the Marine base tossing the buildings around easily. Imagine the Hive falling from the ceiling and plopping on the floor when it dies.  <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Rigid body physics isn't going to give you a satisfying "plop" <!--emo&:)--><img src='http://www.natural-selection.org/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> And would we really want an Onos to be able to knock over structures? It would be cool to see them tip and wobble and then tumble over, but that would sort of make it way too easy for an Onos to totally ruin a base. I was thinking, however, that aliens could "knock over" turrets, giving them another way of taking them out even if the are more accurate (i.e. a slulk launches itself at the turret, dies in midair, but it's body continues on to hit the turret, knocking it over or across the room. A marine has to set it back up again to make it work properly again (a process that works pretty quickly, but requires at least some effort), thus meaning that if you leave a turret farm undefended, skulks can slowly take it out or knock the turrets into less than ideal positions if there isn't a marine around to maintain things.)

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->But to answer your questions openly, they would benefit the game in being awesome eye candy, and adding more stratigic value to maps with everyday stuff lying around.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    That's sort of the problem: I can't think of any way having a bunch of physical stuff lying around would really benefit the game. Remember, doing this has to be justified as seriously playing into the main game: it has to play a useful and meaningful role in the strategy, not just be assumed to just because "hey, it's physics!" Otherwise, it's a waste, and might as well be client-side.
  • CheesehCheeseh Join Date: 2002-11-05 Member: 7135Members
    I think more engine details could be added, like the stuff from spirit of HL mod, <a href='http://spirit.valve-erc.com' target='_blank'>http://spirit.valve-erc.com</a> , you could have trains with emergency lights, simulate helicopters up using the map, have spaceships that have moving doors, lights, jet engines etc <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • DiablusDiablus Join Date: 2003-03-31 Member: 15080Members
    all physics add in a game are more realistic effects for a more fun time playing <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • DEMIURGODEMIURGO Join Date: 2003-06-21 Member: 17565Members
    you could barricade a door and prevent onions from breaching in the base, you could shoot at a wire that hangs some metal bars and block the Mess Hall door (....i'll miss you nancy <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> ...), you could use crates to block ducts or jump over them...

    Yet, it'll be ping hellish..
  • UKchaosUKchaos Join Date: 2002-08-10 Member: 1132Members
    Hives dont 'plop', they bounce <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • ZelZel Join Date: 2003-01-27 Member: 12861Members
    i would love if the marine RT's legs could stop bulletfire from my skulky body.
  • Electrical_TapeElectrical_Tape Join Date: 2003-07-18 Member: 18257Members
    <!--QuoteBegin--Zel+Jul 20 2003, 03:57 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Zel @ Jul 20 2003, 03:57 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> i would love if the marine RT's legs could stop bulletfire from my skulky body. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    To bad you would be getting electricuted while hiding from the bullets <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • AposApos Join Date: 2003-06-14 Member: 17369Members, Constellation
    I'm not sure that having physics objects will be ping hellish: Valve is certainly planning on doing it in their own multiplayer modes, it's just about tasteful and reserved usage. Of course, I'm curious as to how even other game types really make use of physics in a meaningful way (while the manipulator gun looks like a great idea for SP, I'm not sure if it's really gonna be so amazing for MP, given that there it's mostly just a gun with local, scattered about projectiles.

    I suppose one time events like things falling could work okay, but if they are things that only happen once, it raises the point: why do it with real physics when you can do it with a scripted sequence/animation like the vents closing? Why would you need accurate one-time falling of debris if all you want is to block a tunnel? I mean, that really is no worse for "realism" in the end, and making it real wouldn't add anything to the actual GAME, which is the important point.
  • locallyunscenelocallyunscene Feeder of Trolls Join Date: 2002-12-25 Member: 11528Members, Constellation
    Well i think it would be neat for a marine to fly realistically through the air and hit and hit a wall afetr an onos change. Funny how the first thing I think of with better physics is more realistic death animations. *shrugs*
  • RavenFireRavenFire Join Date: 2003-01-20 Member: 12504Members
    I'm still hoping fervently that Flayra finishes a real, alien-toasting flamethrower.

    I set one up with a metaparticles SuperSpray emitter and a little custom coding in 3DS Max that rendered BEAUTIFULLY in real time, as far as behaving like a flamethrower is concerned. Maybe something for 2.1?

    ....<i>pleeeeeease</i>?
  • Frogg2Frogg2 Join Date: 2002-11-02 Member: 4867Members, Constellation
    I think Valve said that the crowbar swinging is actually modeled, so it's not just a short range hit scan weapon.
  • AposApos Join Date: 2003-06-14 Member: 17369Members, Constellation
    Yes the crowbar is a real simulated bar. Not sure how that would really help NS tho. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    One thing I did think of was marine baricades for blocking hallways: they could be made so that aliens could knock them around a bit, but it would take a certain number of aliens to actually knock them down.
  • XHydraliskXHydralisk Join Date: 2002-07-14 Member: 945Members
    comedy Flame thrower option
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