Black Prophecy Community Forums

Go Back   Black Prophecy Community Forums > English > Stellarvox Archive

Reply
 
Thread Tools Display Modes
  #1  
Old 08-12-2009, 13:26
Snowcrash's Avatar
Snowcrash Snowcrash is online now
gamigo AG
 
Join Date: Oct 2008
Posts: 491
Exclamation Developer Diary: Game Phyiscs - Part 2

In part two of his diary, Technical Director Cyrus Preuss goes deeper into the subject matter and talks about the physics engine that is utilized for Black Prophecy.

Read the full developer diary and discuss it in this thread! Also don't hesitate to ask questions about the diary. Cyrus will strive to answer them as far as his schedule allows.
__________________
Assistant Product Manager


Last edited by Snowcrash; 08-12-2009 at 20:45.
Reply With Quote
  #2  
Old 08-12-2009, 20:22
warstory warstory is offline
Pilot
 
Join Date: Apr 2009
Posts: 74
Default

very nice read.

Is damage also being calculated when these collisions occur? and what happens if a collision occurs inbetween updates animation wise ? I mean will it look like the 2 objects are merging graphically or will there be a pause then a jump to a new postion or are these updates occurring at a speed that we wouldn't notice a rescheduling.

Last edited by warstory; 08-12-2009 at 20:28.
Reply With Quote
  #3  
Old 10-12-2009, 03:56
taofd taofd is offline
Pilot
 
Join Date: Oct 2009
Posts: 37
Default

if it is... that would be epic...

with all these updates... is there an ETA for beta? I understand that giving ETA sets expectations and raise the hopes of gamers... but could you maybe tell us if it's "VERY FAR AWAY" or "Somewhat distant future"?
Reply With Quote
  #4  
Old 10-12-2009, 16:01
Delphi's Avatar
Delphi Delphi is online now
TPN Wiki Sysop
 
Join Date: Apr 2009
Location: Essex, UK
Posts: 82
Default

It's really good to hear about all about how the physics is computed within the engine, and in fact as a physicist (specialising in Quantum Mechanics codes), it was rather an eye opener to me to see that (of course) the physics is quantised by a specific timestep (split into discrete parts).

I have a couple of questions regarding this which it would be great to hear an answer about:

* Is the quantisation of the physics loop dependent on the processor speed (if not how do you 'pad' out the timing to stop a faster processor running it at a higher speed)
* What is the 'real' time step between updates?
* Is the physics engine running on its own independent thread, so can be passed off to another processor for parallelisation?

Also it would be great to hear more about your collision detection, and some of the algorithms which are used within the game (I'm guessing velocity verlet for the evolution of the velocity?).

Thanks,

Delphi
__________________

Last edited by Delphi; 10-12-2009 at 16:23.
Reply With Quote
  #5  
Old 18-01-2010, 18:38
epicor epicor is offline
Pilot
 
Join Date: Jan 2010
Posts: 18
Default

While im sure some found these 2 diaries to be informative, it gave me 0 information about your game. Bottom line is i don't care HOW your physics engine works. I care THAT it works and how it effects gameplay.

IE - will the physics be 0g based or will there be an artificial friction?
Will missile type objects (if there are any) be deflectable/destructable?
Will you use hitboxes (more dmg to engines than empty hull) or will it be 1 dmg amount per shot?
__________________
Reply With Quote
  #6  
Old 18-01-2010, 20:24
Lomsor's Avatar
Lomsor Lomsor is online now
Implonator
 
Join Date: May 2009
Location: Liechtenstein
Posts: 1,420
Default

Quote:
Originally Posted by epicor View Post
Will the physics be 0g based or will there be an artificial friction?
Did you ever see the gameplay trailer? There you can see if they have it and when you can't see it from the gameplay trailer you don't deserve this information.

Quote:
Originally Posted by epicor View Post
Will missile type objects (if there are any) be deflectable/destructable?
There will be missiles. They seem to explode on the shield. Watch the gameplay trailer. It's more information then the whole forum all interviews and the official website can offer all together.

Quote:
Originally Posted by epicor View Post
Will you use hitboxes (more dmg to engines than empty hull) or will it be 1 dmg amount per shot?
Watch the gameplay trailer. There will be diffrent sections of the ship. Left wing right wing left engines right engines and cockpit. And 4 part shield front left right back.


Sorry but harsh questions harsh answers.
__________________

Last edited by Lomsor; 18-01-2010 at 20:27.
Reply With Quote
  #7  
Old 19-01-2010, 17:01
epicor epicor is offline
Pilot
 
Join Date: Jan 2010
Posts: 18
Default

Quote:
Originally Posted by Lomsor View Post
Did you ever see the gameplay trailer? There you can see if they have it and when you can't see it from the gameplay trailer you don't deserve this information.
This just shows space flight, not physics. I never once saw someone spin on the spot so they could use forward momentum to carry them while firing backward.

Quote:
Originally Posted by Lomsor View Post
There will be missiles. They seem to explode on the shield. Watch the gameplay trailer. It's more information then the whole forum all interviews and the official website can offer all together.
Well, ya they would explode on shields wouldn't they? I mean can you shoot them down before they hit their target. IE countermeasures

Quote:
Originally Posted by Lomsor View Post
Watch the gameplay trailer. There will be diffrent sections of the ship. Left wing right wing left engines right engines and cockpit. And 4 part shield front left right back.
There are different labels (one specifically labelled 'weak spot'), but there is no footage showing whether hitting these various areas causes different types or amounts of damage. Labels don't necessarily mean variance in damage, but the ABILITY to hit that spot.
__________________
Reply With Quote
  #8  
Old 19-01-2010, 17:52
Lomsor's Avatar
Lomsor Lomsor is online now
Implonator
 
Join Date: May 2009
Location: Liechtenstein
Posts: 1,420
Default

Quote:
Originally Posted by epicor View Post
This just shows space flight, not physics. I never once saw someone spin on the spot so they could use forward momentum to carry them while firing backward.
YOU SEE NO! IT DOESN'T HAVE REALISTIC PHYSICS. Was this so dificult?
There will be special maneuvers you can see some of them in the debut trailer we don't know if you can still fire while in this maneuvers, when yes you prabably can fire backwards.

Quote:
Originally Posted by epicor View Post
Well, ya they would explode on shields wouldn't they? I mean can you shoot them down before they hit their target. IE countermeasures
We don't know. I also want to know whats in pandoras box. But JGE did it. Showed friends and family, they said its crap and now theyr screwed.

Quote:
Originally Posted by epicor View Post
There are different labels (one specifically labelled 'weak spot'), but there is no footage showing whether hitting these various areas causes different types or amounts of damage. Labels don't necessarily mean variance in damage, but the ABILITY to hit that spot.
The cockpit is the weakspot if you destroy it the player is dead. There you got your weakspot. If you destroy the engines the ship can't move anymore and so on.
__________________
Reply With Quote
  #9  
Old 19-01-2010, 23:08
dragnl0rd's Avatar
dragnl0rd dragnl0rd is offline
Technocrat
 
Join Date: Aug 2009
Posts: 28
Default

Ouch, lomsor... just... harsh.

You are correct in that the gameplay demo is extremely limited regarding the physics demonstration, targetting nodes, collision with projectiles, etc etc.

@epicor: Unfortunately these are all questions that we can do nothing more than speculate on until either part 3 of the physics diary or until beta. Until then I wouldn't worry too much about it.
__________________
For centuries, Man has been dependent on machines for survival. Fate, it seems, is not without a sense of irony.
Reply With Quote
  #10  
Old 22-01-2010, 18:32
epicor epicor is offline
Pilot
 
Join Date: Jan 2010
Posts: 18
Default

Quote:
Originally Posted by dragnl0rd View Post
Ouch, lomsor... just... harsh.

You are correct in that the gameplay demo is extremely limited regarding the physics demonstration, targetting nodes, collision with projectiles, etc etc.

@epicor: Unfortunately these are all questions that we can do nothing more than speculate on until either part 3 of the physics diary or until beta. Until then I wouldn't worry too much about it.
This is exactly what i was saying to begin with. While the diary may have been helpful to those interested in general game engine theory, it really gave us no information about this particular game and how we should expect it to play.

As for the whole ouch bit... not really. Lomsor you are talking out your ass. Show me where we have a gamedoc saying anything i asked in hard text, or visually displayed on a video and ill recant, but right now none of this stuff has been displayed.

All the stuff you replyed about is you trying to verify X with the absence of Y. ie - they didnt display 0g physics so you assumed it didnt exist. Maybe they just didnt use that technique during the recordings. Then that last bit had only little to do with what i asked. Its a tertiary matter that a weakspot will kill pilot. It doesnt answer questions related to tactics and aiming. Though while im on the subject, where did that info come from? I thought i had read most of the material and i don't remember seeing what you just posted.
__________________
Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT +2. The time now is 19:34.


Powered by vBulletin® Version 3.8.4
Copyright ©2000 - 2010, Jelsoft Enterprises Ltd.


© ALL RIGHTS RESERVED
ALL OTHER TRADEMARKS ARE PROPERTY OF THEIR RESPECTIVE COMPANY / OWNERS.