Not canned animations, but real time physics/animation generation, which is combined with character AI to produce animations on the fly. Am I the only person who thinks this type of engine will revolutionize gaming?
Seriously, with current engines, every single event you want to happen has to be scripted. Want a bullet to go through certain materials? Needs to be done in code. Want weather to effect objects? Done in code. Want a person to be able to trip over a railing while running? Done in code.
This engine eliminates that. No extra coding is needed by the programmer: You provide the stimuli, and the engine handles the rest. This can cut down on the time it takes to create a game, while expanding gameplay oppertunities for the user. (Example, using an explosive to start a rock slide while fighting in a narrow mountain pass, without ever having to program in such a feature, or relying on pre-determined points). You can finally create trully open environments, where the user can use his equipment/surroundings to his advantage, without the programmer forcing x amount of options on the user.
Yes it looks great but takes a lot of cpu power. It is the reason my C2D E6400 really struggles to run GTA IV (which uses the euphoria engine). I'll hopefully be upgrading to an i5 when it's released so that'll be able to handle it with any luck.
As for adoption, more and more games are using euphoria now: The upcoming SW game, Red Dead Revolver/Redemption, GTA IV, ect.
As I've said before, an implementation like this is better for consoles for the time being, until GPU acceleration becomes more mainstream for PC's (as far as i'm concerned, the larger bus width the GPU uses, plus is larger register set, would greatly speed up the calculations needed for this form of engine).
And this engine is totally different then ragdoll physics: Ragdoll basically puts a downward force on an object, where each part of it (IE: each limb) can move independently, which leads to akward movements. This engine not only can apply multiple forces on a single object, because of the structure (IE, bones and muscles instead of sperate limbs), you get far more realistic movement. Furthermore, AI can be added to greater enhance how the objects interact (Trying to break a fall while in midair, etc), something ragdoll physics could never even attempt.
This engine is essentailly the blending of physics with AI. And for an engine that still hasn't seen its premire game released (Backbreaker), its adoption rate is still quite high. This could be as influential an engine as the Quake II engine was all those years ago...
I fail to see how an engine that can take multiple forces (instead of just one downward force), that also seemlessly blends in AI can be called an extension of ragdolls.
Now, if your telling me that ragdoll effects can potentially simulate a rockslide if I shoot an RPG at a mountainside, then we could go somewhere. Euphoria gives that ability: Dynamic generation of events based on outside stimuli, none of it having to be coded in. Ragdolls, by contrast, simply throws a force downward and has things bounce around a bit. To me, theres no comparision between the two.
I guess you would also argue if we took every physics equation known to man, and made a unified physics API out of it, that would also be an extension to ragdolls?
Well, you've practically answered your question for me.
One of the problems our discussions always have is you get behind an idea too much without looking at it objectively and seeing it for how it is.
This is not the be all and end all of ideas.
Think about it, instead of a ragdoll just flopping about everwhere, imagine if you apply different forces to it, if you take the same softbody approach as found in ragdoll's you can simlate different things by applying different forces at different angles.
Take something like garry's mod, not one to use it myself but look at what people can do to characters.
Not the same thing as what euphoia tries to accomplish but gets my idea that ragdolls do not necessarily mean downwards, you can move them anyway which you want.
If as i have said, you made them semi ragdollish(that's a word i swear) whilst they were still player controlled you could acheive something like what euphoria tries to. Just take a step back and look at it without goggles of some kind on and you can see where i am coming from.
------------------------------I'm a git, deal with it.
Again, you're the one whose mistaken. Lets confine this to a person to make the discussiona bit easier.
Ragdoll mechanics essentially takes a characters limbs (Arms, legs, torso, and head), and applys a force downward (or at a slight angle). Each acts independently of the other, and to get realistic movement takes a lot of back-end code to limit the range of motion for each individual limb.
Eurphoria is a totally different beast. Rather then confine effects to each limb, each person has a (potentially unique) body structure (Bones + Muscles at the moment, but other layers, such as skin, could potentially be added (burn damage???)). As a result of that structure, the engine itself will handle the range of motion allowed for indivudual body parts. Besides a more realistic range of motion, this system also allows for realistic simulation of injuries (by body parts exceeding the allowable range of motion), and also for the effects those injuries would have on movement.
For example, you could have a flight where a character has his leg snapped. As a result of the skeletal structure, and the engine itself, that character, upon trying to walk, would immediatly fall over again, due to his bad leg not being able to support his weight. Hence, a major advantage over plain on ragdoll provided by Euphoria.
I'm focused on the capabilities of the engine itself. Weather or not they are used is another debate entirly. But from what I've seen and read so far, Euphoria might be the step between animation-event based engines and a full Physics API.
Again you do not have the ability to look at things objectively, you are taking my fair comparisons between the idea of ragdoll's and this and seeing it as some sort of attack, it ain't.
I am talking about principles behind things but you can't or choose not to see more than what is laid in front of you.
You could do with a big dollop of cynicism in your personality gamer.
------------------------------I'm a git, deal with it.
And again, thats exactly what I did. Euphoria is an ENGINE, you either talk about all its capabilities, or none at all. All I did was show how the two are completly different, and just like our last thread together, things quickly degenerated from there. I'm not going to waste my time since I know we'll spend the next 5 pages arguing the same point over and over again.
I'm with gamerk316 on this. Far more complex then just ragdolls, Like reacting to impacts then getting up again and performing tasks like grabbing puts it on a different level to just conventional ragdolls and scripted animations.
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