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[OWO]ChevyBigBlock
09-27-2008, 12:56 AM
Just stumpled over Rigs Of Rods (http://www.rigsofrods.com/).
Ever heard of it? Doesn´t look very neat, but seems to have a pretty complex graphic engine which might be usefull for MWO.

Ayce
09-27-2008, 01:56 AM
Looks like Torque, to me. Been there, done that, didn't work out.

Wraith
09-27-2008, 05:09 PM
Yeah, I found this a while ago. If I remember correctly, the rendering is ogre, but that isn't the point. It is a physics demonstration.

It does not use normal physics simulations like most everything else. It is completely "sticks n stones" -- AKA particle physics.

Normally, in physics calculations, in order to simulate things, a hefty algorithm is devised for accomplishing a task. In the sticks approach, each object is comprised of sticks and joints. Each thing reacts to one another. So instead of tons of complex algorithms for each physical type (tires being different from suspension joints, etc), you do the same calculation on any object using tons of simple calculations which simulate it more realistically.

He uses this for doing water, boats, and airplanes as well. The water is more realistic than any water I've seen in any game (not graphically -- again this is a physics demonstration).

From the guy who wrote "The Physics of Racing" series (which is a great read for anyone interested in simulating racing physics), Dr. Beckman discusses it:

http://www.youtube.com/watch?v=EI926O4qOiw

It takes 9 mins of your time to listen to the important things he mentions which pertain specifically to the direction games are going (essentially, the change from complex physics simulations and tricks to get something to work similar to "real-life" to actually just using particle physics which can generate tremendously realistic physics with simple calculations). Do not watch the video and expect amazing graphics or even end product physics. For the most part, it should be taken as a demonstration of what is now possible with today's faster CPU's (and very easy with today's GPUs).

And if you are really intrigued by this video, watch the whole brian beckman interview:
http://channel9.msdn.com/posts/Charles/Brian-Beckman-Monads-Monoids-and-Mort/
(looks like msdn is now forcing you to download silverlight to watch on there -- I watched it well over a year ago).

Ayce
09-28-2008, 01:54 PM
You're right Wraith, it is done in Ogre, my mistake. Looks so much like Torque. I see now that it's more of a physics test, than a game. Very nice, overexagerated range of motion, on some things, but very realistic on others. :cool:

Wraith
09-28-2008, 04:59 PM
I know that some things can seem exaggerated, but are you referring to the poly deformation? When the truck is falling down the hill? As I said it isn't end product level. It's up to the programmer to determine a threshold for when things snap off. That's why I see it as a demonstration rather than a finely polished product. The deform is real, but it also needs breaking forces introduced.

xXBossHawgXx
10-04-2008, 09:35 AM
hehe looks like jello......J E LL O...eat it before it eats you!!

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