Awesome physics engine that'd be good in a sequel

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Drecks

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Nov 26, 2005
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Well i'm just excited about the future of games and hope
it will be implemented in WW2 games cause that's the only games i played
so far.
 

[3.SA]Koba

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Sep 20, 2006
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Euphoria and DMM both look absolutely stunning when seen in motion in my opinion, it might even truely revolutionise games into the coming months or so but I wonder if it is in anyway comparable to the UE 3 ?

It's not competing with UE3. That's kind of a full house of tools to make your game in. Aegia's NovodeX engine is the physics bit. A lot of ppl in here have called this DMM thing a physics engine. It's more of an animations library coupled with AI. This could be implemented in the next game (we don't know if it'll be RO2 or in a dif. setting[or do we?]) to make more realistic mechanics.

As for the PhysX PPU, don't waste your money. The physics code will run on your CPU and GPU. Having a PPU will allow that work to be offloaded from your CPU/GPU, which will get you better frame rates and a smoother game. A friend of mine bought one and from what I've seen ... It would have to be in the sub $100 category to be worth buying. Spend that extra mullah on a better graphics card or cpu.
 

Yoshiro

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Oct 10, 2005
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To my knowledge PhysX doesn't offload to the GPU, Havok does that.
 

Flanker15

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Jul 18, 2006
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The DMM and the Euphoria engines are both licencesed by Lucasarts for now so don't expect them to show up in other games for a long time. I don't think other companies will be able to copy them since they copyrighted it.
I also wouldn't reccomend not getting a Physx card since the Havok engine is soon to update to 3.0 which is able to do things better than Physx with just a GPU.
I guess someone could write an engine that did the same things as Euphoria and DMM for the Unreal 3 engine though.
Dose the Unreal 3 engine have a physics engine already in it?
 

Coey

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Mar 16, 2006
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I swear Valve promised Source would do some of this.

har har
 

SgtH3nry3

FNG / Fresh Meat
Thats some cool looking stuff, it would be really neat to have a physics engine that powerful on RO2.
If Red Orchestra 2 will use the NovodeX physics engine that comes with the Unreal Engine 3 package...

Then they already use a more versatile, scalable and powerful physics engine.

Euphoria is an dynamic motion synthesis engine (not a physics engine) that creates it's own animations real-time based on what is possible with the inverse kinematics (flexibility of the seperate limbs using joints) of a ragdoll (the character model with Newtonian physics applied).

So basically, the game makes it's own animations using the physics engine to make a (counter)action and the AI to quickly react to want he wants.
So you also need a physics engine and an intelligent AI that is compatible.

That means you can walk over people, dodge things, grab things without having the developers to animate/code that.


And DMM (Digital Molecular Matter) is a physics engine, but it's special because it has some sort of material simulation where you can break, bend, flex, elastify, plastify objects.

However, NovodeX also has the same stuff as DMM, and does this more efficient cause it uses multi-threading and can use the PhysX hardware.

But if the devs have 5000
 

Yoshiro

In Soviet Russia, Yoshiro is a cake
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As I said before, UE 3 ships with PhysX.

The DMM and the Euphoria engines are both licencesed by Lucasarts for now so don't expect them to show up in other games for a long time. I don't think other companies will be able to copy them since they copyrighted it.
I also wouldn't reccomend not getting a Physx card since the Havok engine is soon to update to 3.0 which is able to do things better than Physx with just a GPU.
I guess someone could write an engine that did the same things as Euphoria and DMM for the Unreal 3 engine though.
Dose the Unreal 3 engine have a physics engine already in it?
 

SgtH3nry3

FNG / Fresh Meat
The DMM and the Euphoria engines are both licencesed by Lucasarts for now so don't expect them to show up in other games for a long time. I don't think other companies will be able to copy them since they copyrighted it.
I also wouldn't reccomend not getting a Physx card since the Havok engine is soon to update to 3.0 which is able to do things better than Physx with just a GPU.
I guess someone could write an engine that did the same things as Euphoria and DMM for the Unreal 3 engine though.
Dose the Unreal 3 engine have a physics engine already in it?
Like Yoshi said, Unreal Engine 3.0 has the NovodeX physics engine (PhysX as they call it recently) by standard.

Euphoria isn't owned by LucasArts, but by NaturalMotion, and afaik Konami has licensed Euphoria aswell for Metal Gear Solid IV I believe.

Also Havok FX is actually pretty bad, Valve Software has had interests a long time ago but quickly pulled back shortly after.

The reason is because it can only do physics without using collision detection.
And since collision detection is needed for most physics you see in games (ragdolls, object physics, etc) you can only do stuff like calculating the acceleration of masses in explosions, bending, etc.
It also hasn't got much buffer memory, only the buffer of the SM3.0 ALU's.

Next to that it only works on a select group of (nVidia only) Shader Model 3.0 cards.


The PhysX API however uses anything from single-core, to multi-threading CPU's and of course the PhysX PPU.
It's buffer can be either RAM, the RAM onboard of the PPU or both.
 
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fOgGy

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Jun 25, 2006
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Euphoria is owned by LucasArts, but by NaturalMotion, and afaik Konami has licensed Euphoria aswell for Metal Gear Solid IV I believe.

Thats gonna be awesome!!!!!! I'm definitely gonna be getting a PS3 (only when the cost gets cheaper) because I just happen to love the Metal Gear Solid series.
 

cooperr

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Nov 2, 2006
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it looks all promsing.. but somehow i cant really care about the thoughts of IA no matter how good they are animated, think, etc it is a bot.. and i dindt bought RO for his great singleplayer cause he hasnt one.. luckly :D. And I hope the devs are not going to waste a lot of expensive time in building a singleplayer for RO
 

Gunrun247

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May 18, 2006
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The problem with Euphoria is that combining physics with animation is quite straining on the CPU. More so than just doing animations and then doing physics. I am not convinced anyway, to me it looks like we could be getting repetetive death animations, that end with bodys lying correctly.
 

SgtH3nry3

FNG / Fresh Meat
The problem with Euphoria is that combining physics with animation is quite straining on the CPU. More so than just doing animations and then doing physics. I am not convinced anyway, to me it looks like we could be getting repetetive death animations, that end with bodys lying correctly.
It isn't really animation and physics.
It's combined AI with an awareness to what can be done using a physics engine to deal with a situation.
Then when the AI made a decision by using the physics engine, it performs some sort of real-time animation.

Anyway, to the performance issue, that's why I was hoping that NaturalMotion would make the "euphoria" API fully compatible with the PhysX API (which is free btw).

And that would make the PhysX PPU even more interesting to buy.


But to me this would also mean that when I run into an enemy, that both I and the hostile characater would fall rather then just halting at the point were we would collide.
 
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Onion

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Dec 12, 2005
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Novodex physics claims to be able to do real time bending of metals, so i would like to see a physics demo where you have a tiger tank, and you can shoot a shell at it. And let the player adjust the size/weight/velocity of the shell.
 

Slashbot_427

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Dec 9, 2005
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One sticking point I can see withimplementing a physics solution in hareware is that, just like video was 7-10 years ago, there needs to be an API for it such as directX is vor video etc. This would cut down on developer time, and allow copeting hardware solution into the market. Competion breedsd better performance after all..

Not sure if Havok, Karma, Ageia etc could be called an API as they are proprietry (i think) systems. Also not sure if DX10 has a "DirectPhysX" api..
 

SgtH3nry3

FNG / Fresh Meat
One sticking point I can see withimplementing a physics solution in hareware is that, just like video was 7-10 years ago, there needs to be an API for it such as directX is vor video etc. This would cut down on developer time, and allow copeting hardware solution into the market. Competion breedsd better performance after all..

Not sure if Havok, Karma, Ageia etc could be called an API as they are proprietry (i think) systems. Also not sure if DX10 has a "DirectPhysX" api..
Well, PhysX is definately an application programming interface, and it also falls under the definition of API's... ^^


DirectX 10 has something with physics I believe, but that's Microsoft's own stuff atm.

PhysX has it's own tools, SDK, etc. It's a bigger step forwards then Glide was back then.