how about you try to address the pros and cons of hardware vs software physics, using past and present products, as well as possible future scenarios? I'm sure it would be much more useful and relevant to the article this thread was based off of.
I already did. Please read the thread before making conclusions.
I have read the thread. If you're done making useful input, then fine. Just stop this pointless bickering because I think everyone is fed up with it.
What would really enhance the believability of games is if such destruction could truly be handled in real-time, and be completely variable. In a word, what would really convince people would be a small-scale scientific-grade physics simulation on a card. "
No offense,but this is as stupid as it gets. In order not to script events in the game, you have to make an advanced AI. Now,in COD 2,for example, you are running through the trench, while the (scripted) destruction takes place around you. Imagine the writing of the code that would allow a great number of your opponents to interact,change opinions and experiences and THINK!!! They would then be able to spot you,tell the tank commander about it so he could fire a shell directly at you. This is something we've seen on a small scale in F.E.A.R. and other games, but i guess you wouldn't expect it to be possible with 100 (or more) artificially intelligent objects (enemies). Or,if You have,lets say,an gigantic underground worm that's "chasing you".He's supposed to jump out on a certain place,and kick something off (usually,to devastate something completely).You would NOT be able to destroy it yourself before that,with or without the physics card!!! If there wasn't for the trigger zones in the games,they would not be possible at all.You just cannot build a perfect universe inside your computer and just join and interact.
Imagine a machine You'd have to have for this.Also,this opens an issue of enormous media able of storing and transfering this data, and,of course,the sheer time and resources required to make such a game.
I think you both have some merit in what you're saying. It would add to the processor load if you were to give AI more autonomy and fewer scripted actions. And it would be cool for explosions to look less canned. Maybe there's a compromise?
Say you're running across a field and you're supposed to get shot at by mortars. First the game devs want you to know you're getting shot at, but not get hit. So they define some region 300 feet away or more, and have the mortar crew hit a random spot in that region. Then they want to start freaking out you and your allies, so they hit in a closer area, where your allies are but you aren't. Then they want to give you a good scare, so they drop a mortar somewhere near you, just close enough to knock you back and make you dazed for a few moments. In this way, you don't have to actually add to the AI, you just add some randomness to where the mortar round goes and let the PPU do the math of the crater and debris. If the game devs think they can implement better AI that will work well in generatic those cinematic moments while not overburdening the CPU, that's all the better.
I think the limiting factor on physics simply lays in updating thousands of objects, both across the system bus and more importantly over the net. Most games deal with a few dozen objects and crap out with more.
I'm guessing the biggest growing market in PC games is MMOs or multiplayer and I can't fathom keeping thousands of objects syncronized over the net. Physics in games are good for a for a few interactive objects at a time and for graphical effects. I really hope physics improves, but I think the bottleneck is everything but the math itself.
Wouldn't this depend on how the game works during multiplayer? If you load up the map on everybody's computer but don't let any of the players join, it should be exactly the same on all the computers. Given what a player does in that level, his/her computer can figure out how the level reacts, right? So by the same token, given what all the other players do in that level, the computers can each also figure out how the level reacts. What I mean is, instead of synchronizing predictable things, such as physics effects, just synchronize the unpredictable things, the players. If every computer knows that Player A threw a grenade at x degrees, y feet per second, and facing direction z, then every computer can also tell what its trajectory will be, what it will land on, how far it will slide or roll, what (if anything) it will bump into, and as a result, where it will be when it explodes. If every computer knows precisely where the grenade is when it explodes, every computer can also tell what forces will be applied to the nearby objects, which ones will move, which ones will break, and what directions and speeds the broken pieces will have. All this relies on is the assumption that any in-game event, when done many times, will always be exactly the same; that way, any number of computers doing the event in multiplayer will be guaranteed to end up with the same result.