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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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