I don't know if this has been addressed but how is this game going to be playable with the source engine's bouncy physics its a big enough pain staying near a dispenser in TF2 let alone build or bite stuff in NS2.
<!--quoteo(post=1654958:date=Oct 9 2007, 09:22 PM:name=Weltall gaia)--><div class='quotetop'>QUOTE(Weltall gaia @ Oct 9 2007, 09:22 PM) <a href="index.php?act=findpost&pid=1654958"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I don't know if this has been addressed but how is this game going to be playable with the source engine's bouncy physics its a big enough pain staying near a dispenser in TF2 let alone build or bite stuff in NS2.<!--QuoteEnd--></div><!--QuoteEEnd-->
I don't know if it's "bouncy physics" or just a lack of knowledge of force to weight ratio in most source games. Isn't source based off real physics (object a runs into object b, object density and velocity are taken into account, objects are damage according to density and knocked back according to their weight and velocity upon impact.)
I don't know if any of this made sense... it did in my head. Let me know if I didn't, and I'll try to explain better. (better yet, get someone who actually knows the technical aspect of source to explain it to you.)
<!--quoteo(post=1654971:date=Oct 10 2007, 01:59 AM:name=John Top)--><div class='quotetop'>QUOTE(John Top @ Oct 10 2007, 01:59 AM) <a href="index.php?act=findpost&pid=1654971"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I don't know if it's "bouncy physics" or just a lack of knowledge of force to weight ratio in most source games. Isn't source based off real physics (object a runs into object b, object density and velocity are taken into account, objects are damage according to density and knocked back according to their weight and velocity upon impact.)
I don't know if any of this made sense... it did in my head. Let me know if I didn't, and I'll try to explain better. (better yet, get someone who actually knows the technical aspect of source to explain it to you.)<!--QuoteEnd--></div><!--QuoteEEnd--> Hmmm i don't remember if its prevalent in HL2 or not so you might be right, but i know its really bad in TF2 and CS:S nothing like jumping onto a chair or table to get rocketed off.
HL2 physics is based off of the Havoc physics engine. Actually, nearly every game you play now a days has the Havoc engine in it. Everything from THP8 to Halo 3 and even Guitar Hero 3. It is possible to control the "bouncy" part of the physics though, Halo 3 did a really good job on it (unless you watch how people die in multiplayer).
EDIT: It turns out even StarCraft II is going to be using the havoc physics engine.
douchebagatronCustom member titleJoin Date: 2003-12-20Member: 24581Members, Constellation, Reinforced - Shadow
tf2 and css were designed so the players would "bounce" away from each other, to prevent people getting stuck or passages getting blocked. im guessing youve never actually played hl2, because in there it really shows the true physics of the source engine. the physics you see online are simplified and "bouncy" to make multiplayer work better.
<!--quoteo(post=1655008:date=Oct 10 2007, 05:31 AM:name=6john)--><div class='quotetop'>QUOTE(6john @ Oct 10 2007, 05:31 AM) <a href="index.php?act=findpost&pid=1655008"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->tf2 and css were designed so the players would "bounce" away from each other, to prevent people getting stuck or passages getting blocked. im guessing youve never actually played hl2, because in there it really shows the true physics of the source engine. the physics you see online are simplified and "bouncy" to make multiplayer work better.<!--QuoteEnd--></div><!--QuoteEEnd--> I played HL2 when it came out a few years back, so its been a long time
schkorpioI can mspaintJoin Date: 2003-05-23Member: 16635Members
now that i've played a fair amount of ep2 and p0rtal, you can really tell the physics have been tweaked a lot - things don't seem to go mental when you push/drop them etc
offtopic - realtime shadows are nice too btw <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
Bouncy Physics are a must if there is to be a female player model <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
schkorpioI can mspaintJoin Date: 2003-05-23Member: 16635Members
<!--quoteo(post=1655274:date=Oct 11 2007, 04:03 PM:name=Drfuzzy)--><div class='quotetop'>QUOTE(Drfuzzy @ Oct 11 2007, 04:03 PM) <a href="index.php?act=findpost&pid=1655274"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Bouncy Physics are a must if there is to be a female player model <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" /><!--QuoteEnd--></div><!--QuoteEEnd--> ROFL Drfuzzy! whats your Phd in anyway? <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
With Drfuzzys idea in mind I can imagine how some 15 year old pimpled kid uses LUA to create a mod where you can bounce he female models in a corner or something.
No honestly, I dont think that the source engine will force NatSel to be like TF2 or CS:S.
<!--quoteo(post=1655274:date=Oct 11 2007, 02:03 AM:name=Drfuzzy)--><div class='quotetop'>QUOTE(Drfuzzy @ Oct 11 2007, 02:03 AM) <a href="index.php?act=findpost&pid=1655274"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Bouncy Physics are a must if there is to be a female player model <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" /><!--QuoteEnd--></div><!--QuoteEEnd--> When I first read the title of this thread I thought of Dead or Alive 4
Comments
I don't know if it's "bouncy physics" or just a lack of knowledge of force to weight ratio in most source games. Isn't source based off real physics (object a runs into object b, object density and velocity are taken into account, objects are damage according to density and knocked back according to their weight and velocity upon impact.)
I don't know if any of this made sense... it did in my head. Let me know if I didn't, and I'll try to explain better. (better yet, get someone who actually knows the technical aspect of source to explain it to you.)
I don't know if any of this made sense... it did in my head. Let me know if I didn't, and I'll try to explain better. (better yet, get someone who actually knows the technical aspect of source to explain it to you.)<!--QuoteEnd--></div><!--QuoteEEnd-->
Hmmm i don't remember if its prevalent in HL2 or not so you might be right, but i know its really bad in TF2 and CS:S nothing like jumping onto a chair or table to get rocketed off.
EDIT: It turns out even StarCraft II is going to be using the havoc physics engine.
I played HL2 when it came out a few years back, so its been a long time
offtopic - realtime shadows are nice too btw <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
ROFL Drfuzzy! whats your Phd in anyway? <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
No honestly, I dont think that the source engine will force NatSel to be like TF2 or CS:S.
When I first read the title of this thread I thought of Dead or Alive 4