Physics in NS2
NeoSniper
Join Date: 2005-06-02 Member: 52976Members
<div class="IPBDescription">How will they be implemented</div>Charlie exciment over the physics improvements done by Max got me wondering.
When posting please make a clear distinction between:
How do you THINK physics will be implement in the game?
How do you HOPE physics to be implemented in the game?
I hope that physics are applied to remove/reduce the annoying Onos blocking done by puny creatures. The onos should just push friendlies/enemies out of the way with minimal loss in momentum.
Also I hope that momentum is applied to player's movement, where it takes a short amount of time to reach max speed and then to stop.
Physics Crates & Barrels that clutter the space... I'm not such a big fan of. However a few large objects which can only be pushed by the Onos/Exoskeleton to block/open pathways might also be cool IF done right.
Please add your ideas and keep it friendly pls.
EDIT: is the a way to fix the title? I meant "Physics in NS2". Admin to the rescue?
When posting please make a clear distinction between:
How do you THINK physics will be implement in the game?
How do you HOPE physics to be implemented in the game?
I hope that physics are applied to remove/reduce the annoying Onos blocking done by puny creatures. The onos should just push friendlies/enemies out of the way with minimal loss in momentum.
Also I hope that momentum is applied to player's movement, where it takes a short amount of time to reach max speed and then to stop.
Physics Crates & Barrels that clutter the space... I'm not such a big fan of. However a few large objects which can only be pushed by the Onos/Exoskeleton to block/open pathways might also be cool IF done right.
Please add your ideas and keep it friendly pls.
EDIT: is the a way to fix the title? I meant "Physics in NS2". Admin to the rescue?
Comments
This made me want to set up a paint bucket over a door to drop on a fade when he comes through
I believe player collision modelling isn't exactly handled by the physics engine - usually - but a simplified one on top of that, so you can get more or less controlled movement and netcode.
Ragdolls is enough for me. I dont want crates blocking me when Im about to run after a skulk or marine.
That doesn't happen.
Gorge slide ftw.
You wish: magical word L U A.
I'm not quite sure I understand this. It doesn't happen in Dystopia (is what I was saying, obviously). Do you play Dystopia? It would appear not. Thanks though
Really? So what was I doing on Vaccine with those shelves? Apparently not punching them into enemies. So what *was* I seeing?
Beyond that, don't much care.
Alien Gibbing, will make for some fun grenade launching kills.
Hive Reacting to bullet shots
Some parts of infestation having some light physics / interaction
The animation for OTs shooting will use some light physics to looks a bit more realistic.
Grenades using real physics (hope they give them a bit of bounce still though, unlike CS:S)
Most importantly, it will give modders a bunch of tools to support whatever physics elements they may want in their game. =)
How LONG ago did you play? Knocking props into players has not insta-gibbed enemies for, at least, a very, very long time. As far as recent memory serves me. It does like, 1 damage.
Game: Shoot barrel: barrel spills contents through hole, you light match and burn the fluid to re-route the enemy.
Derp herp derp: Shoot barrel: barrel rolls over and flips out, bouncing off of walls and enemies. Barrel does 1.5dmg -1dr. Initially the barrel causes 1,500 bug reports, but having the team work full time on a patch for that reduced the bug reports to about ~600/day.
I cannot stress this enough. Shigeru Miyamoto said something once about excluding unnatural and unnecessary features from his games, and I think that he knows a little more about game design than most people.