Dynamic Infestation?

KoruyoKoruyo AUT Join Date: 2009-06-06 Member: 67724Members, Reinforced - Shadow
edited November 2010 in NS2 General Discussion
When was the last time you heard something about it?
Footage from <u><b>Dez. 2006 </b></u>but in another engine? Ya me too.

Quote from 06:
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->This is a bit unusual as game developers typically keep everything about the game (even it's existence) secret until pretty far along in the development. Although there are some good reasons for this, we've decided to take a different approach for NS2 and really "open the kimono" to show off what we're doing, as we do it.<!--QuoteEnd--></div><!--QuoteEEnd-->

So whats up atm? Open the kimono again...
«1

Comments

  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited November 2010
    They said some time ago, it is still planned and a big part of the game vs the powergrid... Not sure if it is planned for beta though, they were vague on the specifics...

    Btw that was in Max's engine running a HL2 bsp map. I think we can safely say that Spark is now the name of Max's engine
  • ArcadianArcadian Join Date: 2008-11-30 Member: 65617Members
    <!--quoteo(post=1805576:date=Nov 14 2010, 08:43 PM:name=Kouji_San)--><div class='quotetop'>QUOTE (Kouji_San @ Nov 14 2010, 08:43 PM) <a href="index.php?act=findpost&pid=1805576"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Btw that was in Max's engine running a HL2 bsp map. I think we can safely say that Spark is now the name of Max's engine<!--QuoteEnd--></div><!--QuoteEEnd-->

    If you please, how do you know that Kouji?
  • KoruyoKoruyo AUT Join Date: 2009-06-06 Member: 67724Members, Reinforced - Shadow
    edited November 2010
    Ya i knew that, but still... its been a while, some fresh meat would be nice. :)

    @Arcadian the video says its an HL2 bsp map, and somewhere in the forums back then they told us it was maxs own engine.

    <a href="http://www.unknownworlds.com/blog/2006/12/dynamic_infestation_1.html" target="_blank">http://www.unknownworlds.com/blog/2006/12/...estation_1.html</a>

    The only thing that confuses me about the own engine stuff:
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->At first we though the lighting would also be a tough problem, since Source is based on pre-computed light maps for the static geometry. Trying to illuminate something that dynamically changes at run-time doesn't immediately seem feasible in this scenario, but the facilities built into the BSP for doing normal mapping actually made it pretty simple.<!--QuoteEnd--></div><!--QuoteEEnd-->


    edit:
    They need to implement it late in alpha because there is no beta if its not feature complete...
  • Chris0132Chris0132 Join Date: 2009-07-25 Member: 68262Members
    <!--quoteo(post=1805579:date=Nov 15 2010, 01:59 AM:name=Arcadian)--><div class='quotetop'>QUOTE (Arcadian @ Nov 15 2010, 01:59 AM) <a href="index.php?act=findpost&pid=1805579"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->If you please, how do you know that Kouji?<!--QuoteEnd--></div><!--QuoteEEnd-->

    I'm sure it was stated somewhere around the time of the engine reveal.
  • zexzex Join Date: 2009-10-07 Member: 68978Members
    The system shown in the 2006 tech demo will not work in NS2 because of the complexity of the level art. Displacements do not play well with complex geometry. If it is shipped it will have to be either a texture effect (comparatively easy but not as impressive) or procedurally generated mesh (extremely CPU intensive).
  • KoruyoKoruyo AUT Join Date: 2009-06-06 Member: 67724Members, Reinforced - Shadow
    Or dynamic tesslation(last nvidia tech demo) and dx11 :B
  • zexzex Join Date: 2009-10-07 Member: 68978Members
    <!--quoteo(post=1805586:date=Nov 15 2010, 02:14 AM:name=Koruyo)--><div class='quotetop'>QUOTE (Koruyo @ Nov 15 2010, 02:14 AM) <a href="index.php?act=findpost&pid=1805586"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Or dynamic tesslation(last nvidia tech demo) and dx11 :B<!--QuoteEnd--></div><!--QuoteEEnd-->

    you are just throwing out tech terms that you don't understand - it's actually got nothing to do with this conversation.
  • KoruyoKoruyo AUT Join Date: 2009-06-06 Member: 67724Members, Reinforced - Shadow
    edited November 2010
    I am rubber, you are steel!
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited November 2010
    <!--quoteo(post=1805579:date=Nov 15 2010, 01:59 AM:name=Arcadian)--><div class='quotetop'>QUOTE (Arcadian @ Nov 15 2010, 01:59 AM) <a href="index.php?act=findpost&pid=1805579"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->If you please, how do you know that Kouji?<!--QuoteEnd--></div><!--QuoteEEnd-->

    Because I am the local community Hινε Uρкεερεг <img src="http://members.home.nl/m.borgman/ns-forum/smileys/biggrin.gif" border="0" class="linked-image" />


    Observe:

    <!--quoteo(post=1683098:date=Jul 11 2008, 07:05 PM:name=Max)--><div class='quotetop'>QUOTE (Max @ Jul 11 2008, 07:05 PM) <a href="index.php?act=findpost&pid=1683098"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Thanks to everyone for the encouragement.

    I know some people are wondering how we could possibly build an engine in only a few months. The truth is that we didn't; I've actually been working on the engine in some form since 2005. Originally the engine was just a way for me to try out different ideas (mostly related to 3D graphics) quickly and easily. <b><!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->And if you've been following the blog you've seen it a few times in different forms, including the dynamic infestation prototype video and the map viewer<!--colorc--></span><!--/colorc--></b>. So we didn't really decide to write a new engine, it's more like we decided we already had an engine, we just needed to add in a few more pieces. Adding in those pieces is what we really started doing 5 months ago.

    So what are those pieces? The big one was networking which we talked about in the podcast a bit. We also added in collision support for character movement, character animation and physics / ragdolls and a sound system. All of the scripting glue code we wrote for Source just came right over. And since all of gameplay code is written in Lua script it was already very independent of the Source engine and we were able to directly use that with our new engine.

    Right now we have every major piece in place in the engine, which is really great for development since it means everyone on the team can be productive without waiting on anything. Those pieces aren't all 100% yet, but I'm going to be continuing to work on that while the rest of the team progresses with the game.

    We've been closed kimono about the engine for a while because things were still quite up in the air, but now that we're through that we hope to be talking about it quite a bit more on this blog.<!--QuoteEnd--></div><!--QuoteEEnd-->
  • saltybp53saltybp53 Join Date: 2010-07-22 Member: 72675Members
    I think its safe to say dynamic infestation is in but on hold until the alpha session is over. If we added dynamic infestation now, frame rates would spike even lower then they are currently. The Power grid is our "Dynamic Infestation" for now and quite an epic one according to NS2HD's video about it.
  • slayer20slayer20 Killed a man once. Join Date: 2007-12-13 Member: 63157Members, Reinforced - Shadow
    I wouldn't be surprised if DI doesn't get added until late beta or a while after the game is actually released.
  • zexzex Join Date: 2009-10-07 Member: 68978Members
    <!--quoteo(post=1805596:date=Nov 15 2010, 03:02 AM:name=saltybp53)--><div class='quotetop'>QUOTE (saltybp53 @ Nov 15 2010, 03:02 AM) <a href="index.php?act=findpost&pid=1805596"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I think its safe to say dynamic infestation is in but on hold until the alpha session is over<!--QuoteEnd--></div><!--QuoteEEnd-->

    I think it's safe to say no work has been done on dynamic infestation since the 2006 tech demo, given the current state of the game, since it's pretty obvious that the tech demo implementation will not work, has probably been scrapped, and will almost certainly need to be re-designed from the ground up.
  • WatchMakerWatchMaker Join Date: 2003-09-26 Member: 21233Members, Constellation
    It'd be great to hear an update about DI from the developers. I don't really expect one, but it'd be nice all the same.
  • culpritculprit Join Date: 2005-01-07 Member: 33527Members, Constellation
    I'm pretty sure the DI that was showed off way back would still work fine with the current engine. It would probably be taxing and since everything is still being optimized and tweaked. The only real hurdle to it is all the prop-geometry that the maps use in comparison to the basic brushes that the old video shows. This seems like a big show-stopper at first, but it really isn't. There still has to be collision-detection on all that same geometry. This bug that's been fixed seems related: 'Can't shoot through Collision Geometry Group - Accepted'.

    So maybe using this collision geometry group with the old DI system isn't so difficult to implement.

    Can't wait to see some DI in game eventually.
  • zexzex Join Date: 2009-10-07 Member: 68978Members
    <!--quoteo(post=1805605:date=Nov 15 2010, 04:05 AM:name=culprit)--><div class='quotetop'>QUOTE (culprit @ Nov 15 2010, 04:05 AM) <a href="index.php?act=findpost&pid=1805605"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->There still has to be collision-detection on all that same geometry. This bug that's been fixed seems related: 'Can't shoot through Collision Geometry Group - Accepted'.<!--QuoteEnd--></div><!--QuoteEEnd-->

    That bug implies that collision geometry is not related to the actual geometry of the level art - i.e. there are gaps between objects in the level art, but no gaps in the collision mesh that can't be shot thru. Collision geometry can be simple planes and cubes, since it isn't rendered, and it only has to be precise enough to keep players from intersecting level geometry. If it's more complex, it could hypothetically be useful for procedural DI to "grow" on, but it isn't particularly relevant to the vertex normal displacements shown in the tech demo.
  • juicejuice Join Date: 2003-01-28 Member: 12886Members, Constellation
    way back then it was one of the most anticipated new features
  • culpritculprit Join Date: 2005-01-07 Member: 33527Members, Constellation
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->If it's more complex, it could hypothetically be useful for procedural DI to "grow" on, but it isn't particularly relevant to the vertex normal displacements shown in the tech demo.<!--QuoteEnd--></div><!--QuoteEEnd-->

    The bugfix does indicate that shooting between pieces of impassable prop-geometry was not working. This collision mesh would work very well with the DI growth because the DI would fill in these gaps and make barriers much like the overhead pipe area of DI growth in the old video. This would fit the description of DI creating more cover for kharaa lifeforms as it fills in these gaps and nooks.

    I'm just saying a workable version of DI in Spark isn't going to be that difficult unless it gets bogged down in trying to be overly detailed. The idea is that an infested area will look almost unrecognizable compared to the same area without infestation. Losing some of the prop-geometry details under the DI will be a feature.
  • zexzex Join Date: 2009-10-07 Member: 68978Members
    <!--quoteo(post=1805610:date=Nov 15 2010, 04:33 AM:name=culprit)--><div class='quotetop'>QUOTE (culprit @ Nov 15 2010, 04:33 AM) <a href="index.php?act=findpost&pid=1805610"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'm just saying a workable version of DI in Spark isn't going to be that difficult unless it gets bogged down in trying to be overly detailed.<!--QuoteEnd--></div><!--QuoteEEnd-->

    And I'm just saying the version shown in the tech demo (vertex normal-based displacements) isn't workable. I'm not saying it's impossible for UW to create a workable version, just that it's more likely than not that such a version doesn't currently exist.
  • PsiWarpPsiWarp Gifted Gorge Richmond, B.C., Canada Join Date: 2010-08-28 Member: 73810Members
    I would be impressed if UWE can pull off DI which spreads over any surface, but personally I think a Hive room needn't be completely covered in the stuff.
  • SgtBarlowSgtBarlow Level Designer Join Date: 2003-11-13 Member: 22749Members, NS2 Developer
    That Group is designed to be walked on but shot through, its ment to simplify skulk wall walk over complicated objects but yeh, DI could grow over those surfaces only if we wanted so we have some control over where it goes but lousy usage could mean floaty bits away from actual surfaces but I am sure it could be flanged to a have a degree of reachback.
  • pSyk0mAnpSyk0mAn Nerdish by Nature Germany Join Date: 2003-08-07 Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
    <!--quoteo(post=1805612:date=Nov 15 2010, 06:53 AM:name=PsiWarp)--><div class='quotetop'>QUOTE (PsiWarp @ Nov 15 2010, 06:53 AM) <a href="index.php?act=findpost&pid=1805612"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I would be impressed if UWE can pull off DI which spreads over any surface, but personally I think a Hive room needn't be completely covered in the stuff.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Agreed.
    Players are supposed to recognize an area despite DI-spread.
    It would also look silly, if DI covers all the light sources.
  • SgtBarlowSgtBarlow Level Designer Join Date: 2003-11-13 Member: 22749Members, NS2 Developer
    I belive from original concept it is ment to turn the enviroment into a totally different one rendering a room looking much different from before. Thats what its epic value was and it would disable ligths near it then eventually cover them. Like in the public concept DI would have its own light source with it, some glowy orangy organics sources lighting the way in an eary amberish light.
    I dont not know what the plans are and if they have changed any or been discussed any further, its all a mystery.
  • pSyk0mAnpSyk0mAn Nerdish by Nature Germany Join Date: 2003-08-07 Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
    Like this then:
    <img src="http://www.ns2res.com/wp-content/gallery/Artwork/envconcept06.jpg" border="0" class="linked-image" />

    Different lighting, but still a few things sticking out and helping to recognize the area as new player.
  • SgtBarlowSgtBarlow Level Designer Join Date: 2003-11-13 Member: 22749Members, NS2 Developer
    Yeh but wasnt that stage 2 of 3 of the growth, what the boundry would look like, 3rd image is total coverage where its at full density once its spread way beyond?

    DI growth is going to be very very slow, if I remeber rightly Charlie saying so some time ago.. If its going to creep very slowly then the code for it does not need to run checks very quickly.
  • RuntehRunteh Join Date: 2010-06-26 Member: 72163Members, Reinforced - Shadow
    So skulk wall walk is going to be made easier? I personally can't wait. I thought it was the only thing limiting the skulks use and feel.

    It will be totally appropriate that leap becomes an upgrade if I can run on any surface in the level without thinking about it. It will take skulk tactics to a new level imo.
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    If the culling isn't fully done, I wouldn't expect the DI to be started.
  • DaveKapDaveKap Join Date: 2002-12-11 Member: 10660Members
    <!--quoteo(post=1805640:date=Nov 15 2010, 07:02 AM:name=Thaldarin)--><div class='quotetop'>QUOTE (Thaldarin @ Nov 15 2010, 07:02 AM) <a href="index.php?act=findpost&pid=1805640"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->If the culling isn't fully done, I wouldn't expect the DI to be started.<!--QuoteEnd--></div><!--QuoteEEnd-->
    The culling was fully done, it just had a very major bug.
  • Squeal_Like_A_PigSqueal_Like_A_Pig Janitor Join Date: 2002-01-25 Member: 66Members, Super Administrators, NS1 Playtester, NS2 Developer, Reinforced - Supporter, WC 2013 - Silver, Subnautica Developer
    DI will not be in the early version of beta, but will be in for release, in some form.

    --Cory
  • zexzex Join Date: 2009-10-07 Member: 68978Members
    <!--quoteo(post=1805656:date=Nov 15 2010, 08:49 PM:name=Squeal_Like_A_Pig)--><div class='quotetop'>QUOTE (Squeal_Like_A_Pig @ Nov 15 2010, 08:49 PM) <a href="index.php?act=findpost&pid=1805656"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->in some form.<!--QuoteEnd--></div><!--QuoteEEnd-->

    what does this mean?
  • ZenoZeno Join Date: 2007-09-05 Member: 62183Members
    This is pretty disappointing.
    As i understand it, the beta will be a stage of the game where most things are implemented and the game just has to be balanced. This would mean that DI doesn't have much impact on the game-play or maybe even none at all
Sign In or Register to comment.