Wolfire Development Blog - Part 3!

Anything related to Wolfire Games and/or its products
Post Reply
WingedWolf93
Posts: 110
Joined: Tue Jan 15, 2008 10:59 am

Post by WingedWolf93 » Sat Jan 19, 2008 5:04 pm

The wall destruction looks just a little bit wrong, but it still is awesome, mostly people just uses simple boxes, or boxes with breakable joints, but this looks more realistic, and i am sure that it would be even better at the end.
I am starting to feel that when this game will get out, it will become a big hit.
Good luck! :D

Flickta
Posts: 296
Joined: Fri Feb 06, 2004 7:31 am
Location: Cold Winter
Contact:

Post by Flickta » Mon Jan 21, 2008 6:59 am

WingedWolf93 wrote:The wall destruction looks just a little bit wrong, but it still is awesome, mostly people just uses simple boxes, or boxes with breakable joints, but this looks more realistic, and i am sure that it would be even better at the end.
I am starting to feel that when this game will get out, it will become a big hit.
Good luck! :D
I've read the paper and checked videos, but I couldn't find a video with the wall. A link will be appreciated!

WingedWolf93
Posts: 110
Joined: Tue Jan 15, 2008 10:59 am

Post by WingedWolf93 » Mon Jan 21, 2008 7:50 am

Flickta wrote: I've read the paper and checked videos, but I couldn't find a video with the wall. A link will be appreciated!
Here you go: http://youtube.com/watch?v=k11IOr82H-0
I hope that David will put new videos, but about the game, like showing more about the animations and stuff, plus the effect (Water, shadows, ect).

User avatar
Makrond
Posts: 498
Joined: Mon Jun 25, 2007 11:34 pm

Post by Makrond » Tue Jan 22, 2008 2:37 am

The wall destruction thing reminds me of a game called Operation Cleaner 2.

If the resolution was increased (ie, smaller blocks but more of them in the same space) and some directional forces were added, it would look exceptionally awesome. But I'm assuming that's what David already had in mind.

WingedWolf93
Posts: 110
Joined: Tue Jan 15, 2008 10:59 am

Post by WingedWolf93 » Tue Jan 22, 2008 10:40 am

Maybe make the wall not make all from one size blocks, but after shooting it, it creates a new physical body, i think it would aether look better, and also work faster (See Sumotori)

David
Project Leader
Posts: 1995
Joined: Wed Nov 19, 2003 10:45 pm
Contact:

Post by David » Tue Jan 22, 2008 12:09 pm

The wall is nowhere near done, and what it is showing there is the underlying physics model, not the part that is meant to be visible to the player. It was up there just to test out youtube video uploading. When it is done I will post it on the blog :)

WingedWolf93
Posts: 110
Joined: Tue Jan 15, 2008 10:59 am

Post by WingedWolf93 » Sun Feb 10, 2008 8:33 am

Umm... Hello? Why it's so quiet and dark here?

User avatar
Renegade_Turner
Gramps
Posts: 6942
Joined: Tue Sep 27, 2005 11:59 am

Post by Renegade_Turner » Sun Feb 10, 2008 1:39 pm

*MEGABUMP FOR NO REASON*

WingedWolf93
Posts: 110
Joined: Tue Jan 15, 2008 10:59 am

Post by WingedWolf93 » Sun Feb 10, 2008 5:21 pm

I don't think it's a megabump, only if this topic has been went down to other pages, this is probably a bump for a forum i guess.
Anyway, sorry :oops: .

Zantalos
The Postman
Posts: 1589
Joined: Thu Feb 23, 2006 10:43 pm
Location: Santa Clara,CA

Post by Zantalos » Mon Feb 11, 2008 1:04 am

This reminds me of Assassin's Creed's ragdolls that tremble and deliberately move their arms and legs in pain. It looked really cool, but they were just twitchy ragdolls that only happened when you knocked them out or beat them down. David's Ragdolls are able to react when lifted upside down and dropped. That is so awesome.

WingedWolf93
Posts: 110
Joined: Tue Jan 15, 2008 10:59 am

Post by WingedWolf93 » Mon Feb 11, 2008 12:54 pm

Well, he is using his own Physics Engine.
With all this i can say - total success!

David
Project Leader
Posts: 1995
Joined: Wed Nov 19, 2003 10:45 pm
Contact:

Post by David » Wed Mar 26, 2008 12:07 am

Some more physics stuff. I am incorporating ODE for standard rigid body physics of the kind you see in games that use Havok or PhysX: stacks of crates, crates of apples, and other situations with lots of simple colliding rigid bodies. I am a lot more interested in special soft physics like in characters, cloth, or plants, but rigid body physics are becoming standard so we might as well support them as well :) The existing engine could already handle rigid bodies, but it was not as efficient.

User avatar
BunnyWithStick
Gramps, Jr.
Posts: 4297
Joined: Mon Dec 05, 2005 12:14 am
Location: New Zealand

Post by BunnyWithStick » Wed Mar 26, 2008 1:35 am

UN UPDAET LOLWOWOMFG! :shock:

User avatar
Makrond
Posts: 498
Joined: Mon Jun 25, 2007 11:34 pm

Post by Makrond » Wed Mar 26, 2008 10:00 pm

Hehe... you forgot the music... It could have been Ode to Joy or something ironic like that...

I like ODE, just been playing a few freeware games that incorporated ODE. It's a great engine, and it doesn't slow down my crappy 1.6GHz at all. Just a little commentary on it for people who have never some across ODE before.

User avatar
BunnyWithStick
Gramps, Jr.
Posts: 4297
Joined: Mon Dec 05, 2005 12:14 am
Location: New Zealand

Post by BunnyWithStick » Wed Mar 26, 2008 10:57 pm

Either PPC processors deliver more power for their Ghz or my 1.4 Ghz iBook G4 sucks ass. Considering it runs several things (Like Jedi Academy) as smooth as a baby's bottom most of the time (Never before have I seen such a low-performance gem of graphical quality!) I think it may be the former.

Post Reply