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  • 10 ore fa
Wargaming ha pubblicato un nuovo videodiario dedicato a World of Tanks, il suo sensazionale MMO a base di carri armati che ha conquistato il mondo.
Il filmato in questione si concentra, in particolare, sulla simulazione fisica all'interno del gioco, fortemente rinnovata grazie al lavoro di aggiornamento effettuato di recente dal team di sviluppo. Come dimostra il video, i modelli poligonali dello scenario e gli stessi carri armati sono stati ricostruiti in maniera tale da interagire in maniera diversa. Le costruzioni si distruggono e crollano in maniera realistica, scomponendosi a pezzi, distruggendosi parzialmente o completamente a seconda delle forze applicate.
Allo stesso modo i carri subiscono maggiormente i contraccolpi e i danni dal contatto con elementi dello scenario e da terreni diversificati, inoltre subiscono danni variabili e possono anch'essi scomporsi in parti che a loro volta possono saltare e colpire altri elementi di gioco.
Trascrizione
00:00Grazie a tutti.
00:30Sigmund Freud, the founding father of psychoanalysis,
00:34considered the passion for destruction a normal feature of the human psyche.
00:38We also understand this passion.
00:41That's why we've decided to bring the in-game destruction system to a new level.
00:45We've been experimenting with this system for more than a year.
00:49All destructible buildings have been remade.
00:51Now buildings don't simply change from one condition to another.
00:54They do it in a beautiful way.
00:56Wooden houses break into logs.
00:58Frail huts fall into pieces.
01:00Brick walls crack along the brickwork joints.
01:03When a building is destroyed, you may see an entire wall topple, hit the ground, and smash itself into smaller
01:09fragments.
01:10These fragments can also interact with vehicles and be destroyed as well.
01:14We tried different detail levels of destruction of brick buildings, big fragments, small fragments, a combination of big and small
01:21fragments.
01:22We even created a model of a building that literally breaks apart into single bricks.
01:26The way a building can be destroyed depends not only on the type of material it is built of, but
01:30also on the type of shell that hits it.
01:32An armor-piercing shell will just pierce a hole in the wall, while the blast of a high-explosive shell
01:37will scatter pieces in all directions.
01:41Buildings can be complex. For example, two-story.
01:45You can fire at the first story, and it will be destroyed. Then the second story will also collapse.
01:51Some in-game objects cannot be destroyed due to gameplay requirements.
01:55They must exist. However, they also have some elements that can be destructed.
01:59You can shoot off a balcony or break glass.
02:02All this became possible due to the introduction of the Havoc physics engine.
02:06This software is used in the gaming and film industries to create special effects.
02:10Of course, Havoc will not only be used for the building destruction system.
02:14We decided to go further and provide vehicles with physically correct behavior.
02:18Now, all elements of tanks, including side panels, antennas, and chains, naturally rock and dangle when vehicles are moving.
02:26They can be lost during combat action. For example, when tanks collide. They can also be shot off by enemies.
02:32The most significant changes will be to vehicle suspensions. Now, wheels will roll over uneven terrain in a natural way.
02:38The T-26 was probably the most difficult tank to remake. It has a double suspension that consists of several
02:44suspension arms, so its behavior is quite complex.
02:46However, we were successful.
02:48But despite the movability and accuracy of the new suspension, something in its behavior seemed to still be wrong.
02:54The problem was the tracks.
02:56We built a new model to simulate tracks without using any third-party instruments.
03:00Every single track element is now calculated and animated separately.
03:05Work on tracks continues. The next step is to make their behavior realistic, not only in motion, but also when
03:12they are knocked off, droop off the wheel, unreal, and so on.
03:20With the introduction of client physics, what players have long wanted will finally come true.
03:25World of Tanks will utilize multiple processor cores. Havoc will take full advantage of the computing power of multi-core
03:31processors.
03:31However, players will be able to turn this feature off on computers with low performance characteristics.
03:37But the game will remain the same for them, because server-side physics will change as well.
03:41Our work making vehicles behave more realistically led to the development of a new model of Tanks powertrain.
03:47This model simulates the work of the whole mechanism, from clutch to wheels.
03:51Even mechanical losses are taken into account.
03:53Transmission gears change when a vehicle is on the move.
03:56Now, Tanks behave like real combat vehicles to the last detail.
04:00Of course, players will need some time to get used to the new behavior of the vehicles.
04:05Players won't experience any technical difficulties, though.
04:09Such actions as gear change or smooth depression of the clutch pedal will be controlled automatically by your in-game
04:15driver.
04:16Improvement of the physical model of the powertrain yielded interesting results.
04:20Now, interaction between vehicles and terrain can be simulated more accurately.
04:25The current physics model provides only one settable parameter – rolling resistance.
04:31It influences how fast a vehicle gathers speed and what its top speed is.
04:36Accurate simulation of the powertrain in the new physics system allows us to consider many more parameters of terrain.
04:43Besides the already existing rolling resistance, traction and terrain deformation parameters will also be considered.
04:51This means that vehicles will behave differently depending on the type of terrain.
04:55This difference will show in acceleration time, slipping and sidewise skidding.
05:00Changes in the way suspension springs work will also be included in the more realistic physics engine.
05:06In the new model, the stiffness of the springs depends on the degree of compression.
05:13This means that springs are quite smooth when there's little compression,
05:16and this allows driving over small bumps without rocking.
05:20But when bouncing over larger bumps, springs will behave as stiff suspension.
05:25Due to changes in server-side physics, tank turrets can now be blown off.
05:30The first challenge was that there was no separate turret in the homogeneous collision models
05:35of tanks.
05:36Then, as the turret became a separate model, we experimented with tearing it away just by
05:41applying some momentum.
05:42It could fly away by dozens of meters.
05:45It looked funny, but completely unnatural.
05:49So work continued.
05:52There are many things to be considered for the turret to behave realistically
05:55when applying initial impulse.
05:58In the end, we ended up taking into account the internal volume of the tank.
06:03We also consider the volume of remaining ammunition and even the type of ammunition.
06:08When the turret comes off, destruction of its base is uneven and circumferential.
06:13It's damaged heavier at some points and less at others.
06:17Initial angular velocity, or in other words, how the turret will spin in the air,
06:21is determined by where the turret attachment is weaker.
06:25After the turret comes off, it exists as a material body with its own mass.
06:29It can serve as cover.
06:30It can fall down and cause damage, or destroy a building or damage a vehicle.
06:35It can even destroy a vehicle.
06:37So beware of flying turrets.
06:40The changes we made in order to implement detachable turrets led to changes in another aspect
06:44of the game.
06:45Players will now be able to move various objects.
06:48These can include trucks, trolley cars, wagons, or even an entire train.
06:53Some cars can be moved as well if they're big enough.
06:55The behavior of trucks is worth mentioning.
06:58We're rather proud of this feature.
07:01Trucks in the game have soft suspensions.
07:05Wheels are spring-loaded.
07:07The front axle can turn.
07:12So if you somehow move a truck and its front axle turns,
07:15and then you push it from behind, the truck will roll in a curve.
07:20Only if its front axle straightens out will it move straight.
07:27Some buildings are still indestructible, but this may change one day.
07:33We're also experimenting with server-side realistic destruction of large objects.
07:38We already have a technology that allows buildings to break into fragments.
07:44And finally, there is another feature that will affect the behavior of tanks.
07:48Now they can flip over.
07:49We could have implemented this feature long ago, together with falling off the hills.
07:55Unfortunately, the game wasn't ready for this then, for such an advanced technology.
08:00So I had to impose a maximum rotation of 60 degrees, so the tanks couldn't turn over.
08:08Now we're completely ready for turnovers.
08:10So all I have to do is remove this restriction.
08:15This is all for now.
08:17We have told you about the most important upcoming changes to World of Tanks physics.
08:21Follow the news.
08:22We've got more surprises for you.
08:24Good luck on the battlefield!
08:31Over the battlefield.
08:32I agree with you.
08:32It's best to you.
08:34Cheers up!
08:39What are you guys?
08:40To be, where are you?
08:40The Shimizu.
08:41The Shimizu.
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