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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