Re: Homebrew on more modern consoles
Posted: Fri Jun 15, 2018 1:44 am
I don't think "few" when I hear 8 core... Mind telling me why it isn't enough?that few resources
I don't think "few" when I hear 8 core... Mind telling me why it isn't enough?that few resources
Some of that is the result of contracts with the car manufacturers, which limit how much damage can be shown to a vehicle with a licensed name and likeness. Does the game with more realistic damage use fictional cars?Espozo wrote:You'd love these physicsRacing games of all things can fail to credibly simulate a three-car pileup.https://youtu.be/8lrBwSgCovE I really love how photorealistic they're trying to make racing games look, when you can slam directly into a wall at 100mph and only the body paneling will dent...
Reminds me of the battle arena in Donkey Kong 64. Bunch of inconclusive bashing, and then somebody gets a crystal coconut and takes a knockback attack at the same time... SEE YAEspozo wrote:You'd love these physicshttps://youtu.be/8lrBwSgCovE
...I can't tell if you actually know what refraction is. It's got nothing to do with reflection; it's just the distortion of the image of what's actually under the water - rocks, weeds, fish, sunken chests and so forth - due to the bending of light being transmitted up through the surface in accordance with Snell's Law.rainwarrior wrote:The hard part about refraction in games is how you render/determine what's "under" the surface of the water. If the surface of the water was flat and still, you could render the entire scene upside down under the water, and use that are your reflected version, or an offset lookup to that for your refracted version.
I've actually tried to figure out how to do this on the Nintendo 64, to get somewhat realistic-looking water reflections without massive tessellation of the water surface. Linking the opacity of the reflected image to the value of a contour texture seems feasible, at least with a multipass approach, but unfortunately I don't see a way to alter the position of a texture read based on another texture read (the block that generates the filtered pixel is downstream of the one that reads TMEM). There are other possible methods, but nothing quite as neat and easy has occurred to me yet...The problem is, refraction and water requires a continuous variation of the surface, i.e. every different angle requires a different viewpoint on that reflection. You can't get all of that from one upside-down viewpoint, you'd need a different view from each point on the curved surface. No-go. In general, the technique is to render the upside-down scene once (and save to a texture) and then use the angle of refraction to warp the lookup to that texture
Sorry, I conflated the two things a little when I said "upside down", but refraction and reflection are physically tied together, and usually both are needed together for a simulation of water.93143 wrote:...I can't tell if you actually know what refraction is. It's got nothing to do with reflection; it's just the distortion of the image of what's actually under the water - rocks, weeds, fish, sunken chests and so forth - due to the bending of light being transmitted up through the surface in accordance with Snell's Law.rainwarrior wrote:The hard part about refraction in games is how you render/determine what's "under" the surface of the water. If the surface of the water was flat and still, you could render the entire scene upside down under the water, and use that are your reflected version, or an offset lookup to that for your refracted version.
Well, I don't know which hypothetical fish-spearing game you're referring to. The pursuit of some aspect of realism and accessible gameplay are often at odds, so I'm not sure the incentive is there to make a properly refracted fish in a lot of games to begin with, even if it were feasible? A game like Fishing Planet might be a good place to go looking for this kind of thing.93143 wrote:And I've seen people fake the distortion of that transmitted image due to surface disturbances. What I've never seen is modelling of the average effect, the one that's still there even if the water is completely still. If you aim at a fish with a spear in a video game, you will hit it, and that's not physically accurate.
I don't know quite what you've got available on the N64, but you can simulate both refractions and reflections with vertex effects. This is something vertex shaders can be quite good at on modern GPUs, and even without a GPU to do the grunt work it might be pretty reasonable on the CPU for the right number of vertices.93143 wrote:I've actually tried to figure out how to do this on the Nintendo 64, to get somewhat realistic-looking water reflections. Unfortunately I don't think you can alter the position of a texture read based on the value of the previous texture read, possibly because the texture filter is downstream of the texturing unit so the latter doesn't actually have access to the filtered local value. There are other possible methods, but nothing quite as neat and easy has occurred to me yet...rainwarrior wrote:The problem is, refraction and water requires a continuous variation of the surface, i.e. every different angle requires a different viewpoint on that reflection. You can't get all of that from one upside-down viewpoint, you'd need a different view from each point on the curved surface. No-go. In general, the technique is to render the upside-down scene once (and save to a texture) and then use the angle of refraction to warp the lookup to that texture
I'm not thinking of anything in particular. Even in games where it shouldn't matter because you never have to target anything through a water surface, even in games that do use differential refraction based on surface waves, nobody ever bothers with realistic average refraction.rainwarrior wrote:Well, I don't know which hypothetical fish-spearing game you're referring to. The pursuit of some aspect of realism and accessible gameplay are often at odds, so I'm not sure the incentive is there to make a properly refracted fish in a lot of games to begin with, even if it were feasible?
Maybe, but it's hard to tell from that trailer. I can't really see anything through the epic metal...A game like Fishing Planet might be a good place to go looking for this kind of thing.
I can see that being an issue. But the RSP is capable of tessellating a Bézier surface, so maybe it's capable of splitting the object and water polygons where they intersect, and transforming the mesh below that line. Wave distortions could be clamped at the intersection lines.I think the one big thing that's hard to solve without raytracting is just the uneven surface of the water. If you have an object that is partially in the water and partially out, it's very hard to make that edge match up properly when you're relying on a flat plane approximation underneath, and if often results in seeing "inside" a 3D object that's being cut off or displaced and leaving a hole where it crosses the water.
This is exactly what I'm talking about. It seems as if the graphics of a game are the prime objective of the developer nowadays. In fact ever since the 16 bit wars it always seemed that graphics were of the upmost importance. But I think now we have good enough graphics that we can focus on other things.I'm not the only one to notice that physics and AI haven't improved as much as graphics......AI has been mostly stagnant for a decade.
The term "geoplane" is new to me, but yeah that's a great techinque. Shaping geomertry to make simple UV offset animations can make really good animation of flow. That circular arrangement is perfect for flow out from the centre, rings, etc., but other shapes can apply for waterfalls and rivers, etc. I've seen some very clever and creative uses of this over the years, very easy on the GPU but with some creatively laid out textures and UV geometry you can get a lot of mileage.calima wrote:For water surfaces, I've used geoplanes before
Hear hear! I've been dreaming of all of those things for years now.Erockbrox wrote:What I want to see in a new modern game is a world full of people who have advanced AI. Say you are a character and you go into a typical shop to buy something. I want to have a real conversation with that AI bot aka the shop keeper. Like talk to the character for literally hours just about anything.
How about an entire village in the game where every person in the village has its own advanced AI and the whole village interacts with each other in very complex ways, even without the players involvement.
I want to play a first person shooter game where my opponent isn't just some stupid AI bot that runs, then shoots, then hides every time. I want to play against computer players that have almost human like skills.