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Un filmato-documentario di Red Faction Guerrilla, nel quale viene mostrato con dovizia di particolari il funzionamento del nuovo motore grafico, in particolare per quanto riguarda la capacit di distruzione degli ambienti.Il filmato arriva dall'E3 2008.
Trascrizione
00:00www.mesmerism.info
00:06www.mesmerism.info
00:06www.mesmerism.info
00:06The geomod system of the original Red Faction
00:08was really pushing the hardware of the time.
00:10We wanted to go further, we wanted to do
00:12a game where you could bring down buildings
00:13piece by piece, but the hardware just
00:15wasn't there. So when we started hearing about
00:17the capabilities of the PlayStation 3 and the Xbox
00:19360, then we decided to reopen up
00:22the franchise with a whole new destruction system.
00:23As you're playing through other games that tout
00:25destruction, you'll find that what you're seeing
00:28in all cases is a special effect.
00:30When you get into Red Faction Guerrilla
00:31what you'll find is a true
00:33physics-based and stress-based
00:35destruction system. In RFG
00:37you physically destroy things the way you'd expect
00:39it to work in real life. Buildings have materials
00:42and weight, they creak and groan when
00:44they're under stress, they come down based on
00:46where the damage occurred. It is just
00:47based on a series of physical rules.
00:50Because we built the system in such a
00:52generic manner, you can do any number of different
00:53types of damage, they're gonna get applied
00:55in the same way. Everything that you do
00:58to cause destruction in the world
01:00is done because of where you place
01:02that charge, where that explosive
01:03ground hit the structure. If you can
01:05pick out the structural elements
01:07on a building, place your charges
01:09appropriately, you're gonna take that thing down
01:11much more easily than just with
01:13randomly placed charges.
01:17We've found that it's almost been necessary
01:19to teach our environment artists
01:21and our structure artists to be
01:23to be structural engineers.
01:24The programmers got so good at
01:27simulating stress on the buildings
01:29it turned into less, how are we going
01:31to make this thing fall apart, into more
01:33how are we going to make this thing stay together.
01:36Say for example, I have a
01:37two-story building that's just full of
01:39glass on the first story and then
01:41a cement wall above that and then
01:43on top of that a roof and maybe a smokestack.
01:45If I don't create the appropriate infrastructure
01:47of I-beams and metal braces
01:49and firm foundation
01:51I put this in game, it's going to fall apart
01:53on itself. Our stress system kicks in
01:55the weight of the materials are calculated
01:58the thickness of the materials
01:59all comes to play and it just
02:01can't support itself. We become less and less
02:04just a 3D structure artist
02:06and more and more like architects.
02:08those is so good.
02:15Many of them are also
02:15building and taking place
02:15of the buildings.
02:15It's about 3D structure
02:15and up to the buildings,
02:15we're gonna need it.
02:15And the existing system
02:15this is gonna huge
02:15this is about 5D structures
02:16to make sure
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