Brad Wardell's site for talking about the customization of Windows.
Published on December 26, 2008 By Frogboy In Elemental Dev Journals

When looking at the graphics in Elemental as we show them, there are two things to remember:

1. We're over a year away from release so we're talking very preliminary artwork.

2. It's a strategy game not an RPG so the units aren't going to have the kinds of detail that an RPG has because we have to display thousands and thousands of these units on screen.

So the other day we discussed how equipment being added to your units would work with the Intel Havok physics engine. The idea is that when you add armor to a unit or  other equipment that it wouldn't just be some sort of texture blend as seen in most traditional 3D games but rather the equipment mixes and matches with physics being applied.

The trick here is performance and obviously this would not be displayed on lower end machines (the graphics would just stay together like in most games). But the idea is to future proof the game and provide some visual candy and greater immersion as people see their created units doing their thing.

It's worth noting that one could just play the game zoomed out in the cloth map and never even see an actual unit so people who don't care about this kind of thing don't have to look at it.  But people (like me) who really like seeing their units in action can watch the units go into battle.

For this video below, we took a horse and equipped it with horse armor to show how it worked together.

Video: http://draginol.stardock.net/videos/physics.wmv


Comments (Page 2)
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on Dec 27, 2008

Now that I've seen an actual unit in motion with the art style, I would also say I'm a big fan of the style choice.  Well done and thanks for the movie, Brad!

on Dec 27, 2008

Still some room for improvement, 

It's a great demonstration of how the physics are supposed to work and what they do for the figures.  It is a better implementation than a lot of other games, say, like Mount & Blade.

on Dec 27, 2008

I love how the parts of model move semi-indepently with their own momentums, as well as how the textures of different parts convey what they are (compare the cloth saddle to the armor pieces).

Curious how it will animate moving uphill and downhill and when impacted on from different facings.

I wouldn't knock Mount and Blade. It's not perfect, but it has some physics ideas that could probably be borrowed.

on Dec 27, 2008

Are you nuts? Mount and Blade has fantastic physics. Weapon hits do damage depending on the speed of the your weapon and hits are not random, you will only do damage if your weapon actually touches your enemy.

Sure it might not be a very "sophisticated" game but it does mounted combat like no other.

on Dec 27, 2008

OMG THAT PICTURE MADE MY DAY LOL! God run for the hills THE BEARS ARE COMING! (dies to bear's headshot.) On a side note finally a video looking good.  That kid in the pictures going to die... soon right?

on Dec 27, 2008

Tamren
Are you nuts? Mount and Blade has fantastic physics. Weapon hits do damage depending on the speed of the your weapon and hits are not random, you will only do damage if your weapon actually touches your enemy.

Sure it might not be a very "sophisticated" game but it does mounted combat like no other.

Agreed, Mount and Blade is a great little game. Considering how few people actually worked on the core game (not counting the hoard of modders working on it) they did a good job on all the right places. Physics are a little crude but Tamren points out some strengths. Watching a rushing cavalry charge get peppered with arrows and seeing some of the knights slide off their horses is awesome!

 

pigeonpigeon


Although I guess there is a difference between units designed in the unit editor vs. user-made models. I guess if somebody wants to mod in bears and have the physics work well with their bear model, they would have to provide some extra information, like mass.

I'm hopeful that modders will have access to all the code for the physics. Tweaking existing behaviour or materials + creating new ones for modded content will be key to letting the masses mod in some really crazy stuff. Zero G combat anyone?

 

Bear Paladins?

This.

on Dec 27, 2008

"Zero G combat anyone?"

Or one could take it to the opposite extreme... 50 G combat anyone? *watches units implode under their own weight*

on Dec 27, 2008

You know what would make Brad's computer explode? Gravity Golems

on Dec 27, 2008

Tamren
You know what would make Brad's computer explode? Gravity Golems
You know what would make my head explode? Gravity Bears

on Dec 28, 2008

Tehee... I love the stampede of bear comments.

To summarize:

 

Honey God worshiping Paladin Bears with Guns protecting innocents while fighting a mysterious and unseen enemy army in 50g environments.

I think that's pretty gangster.

 

on Dec 28, 2008

Luckmann
You know what would make my head explode? Gravity Bears

For some reason, that made me imagine a bear on the shore of an ocean, making the tides rise and fall by alternately standing up on its hind legs and going back to all fours, over and over.

If I were God, that's how I'd have done it. A much more creative way to make tides than by moving a giant ball of cheese around in the world in circles...

on Dec 28, 2008

Argh double post. Silly forums, tricks are for kids.

on Dec 28, 2008

I have one question about this though... What if the armor doesn't fit? For example, the rear armor plate of that horse does not look wide enough to fit on a bear or other wide mounts. The armor on that horse looks very much like it is tuned specificly for horse, what sort of system would be used to adapt it for other mount shapes? Would the game alter the armor to fit another body shape? After all, as I understand it the whole purpose of this system is to fit different (player made) armor models on to various (player made) mounts, and if the armor does not adjust to the mount it somewhat defeats the purpose.

on Dec 28, 2008

Don't know if you've used the Galactic Civilizations unit builder, but I'm pretty confident we'll be able to scale things as we like.

on Dec 28, 2008

True... but what I'm wondering about is whether there will be anything automatic, since the physics could cause some very odd results without automatic action taken. Something like this: Imagine the brown is the bear and the red is the armor... (front view)

       ___
      /     \

  ------------
 /               \
/                 \
----------------

 

As you can see, the armor would be forced up and off the bear, and when it moves the armor would flop around helplessly on top, looking very very odd...

If the editor is like the GalCiv editor, one could manually edit each peice on... But that would be a very long and painful process, since over the course of a short game, I would imagine the player would need to adjust armor on 10-20 units if they were into modding... Looking at that horse, the armor each unit has is around 5 peices (and thats just for mounts, infantry and the riders of the cavalry would likely use upwards of 10-20 peices) which would result in a large amount of work to fit a modded unit into your game, even more if you consider you will need to redo the armor scaling for each and every upgrade done. A GalCiv system would work, but would likely require quite a bit of work on the player side to make armor fit their modded units.

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