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Banned
(08-25-2007,
09:52 PM)
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Smash Bros. Brawl using Havok Physics after all?
#1
All credit goes to Gribbix:
Originally Posted by Gribbix:
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Banned
(08-25-2007,
10:03 PM)
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#7
Out of curiosity, the page only says that those games will be using Havok products, not necessarily Havok Physics. EGM aside, is it possible that they're using one of the other Havok tools? There's a lot on that list besides physics that I can see being incorporated:
http://www.havok.com/content/view/72/57/ |
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(08-25-2007,
10:06 PM)
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#8
I wouldn't be surprised if havok would be used for some of the items/objects - didn't we have a screen in the barrel/crates update where a crate began to slide down a slope because a character jumped on it? I'd guess that might be something where havok is used - surely not for any of the characters, though. :p
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Member
(08-25-2007,
10:11 PM)
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#9
Originally Posted by Zeed:
Good point. From checking that list, the other thing that Brawl could be using, is Havok Animation, that does inverse kinematics mainly. Not that we would notice if they used that one ![]() |
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Got lost looking for
a hentai sim forum (08-25-2007,
10:18 PM)
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#12
Originally Posted by papercut:
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Member
(08-25-2007,
10:21 PM)
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#14
Originally Posted by Jiggy37:
I hope so, I prefered Smash to Melee anyway. And yeah, when we saw that you could ride crates was when i started thinking the havoc thing may be real. certainly could make for some intresting levels, items and such |
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Banned
(08-25-2007,
10:24 PM)
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#15
Originally Posted by badcrumble:
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(08-25-2007,
10:24 PM)
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#16
Looks like Havok did a wholesaler price for Nintendo.
*can't wait to see how Disaster evolved* |
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(08-25-2007,
10:30 PM)
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#18
Originally Posted by badcrumble:
![]() |
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Member
(08-25-2007,
10:38 PM)
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#20
Originally Posted by usea:
I'm hoping this is true. SSB's physics engine is what makes it SSB. |
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Member
(08-25-2007,
11:06 PM)
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#23
Originally Posted by usea:
The "physics" in Smash go through various levels throughout its development. What you guys like to call "original Smash physics" is most likely a place hold system until more complex interactions are implemented. Early videos of Melee still featured that original SSB system (sticky hits, "auto" combos, ect.) but as the game progressed that old system was dumped. Looking at the Brawl videos from E3 06 to the newest at E3 07, the same seems to be happening. The newest video in particular has some interesting interactions. Some of which seems to look like actual trajectories to the characters when they're hit. Havok physics or not, at the very least, things like explosions have a different affect on the characters. Personally, I welcome the addition of such simple physics. Placing things with that physical context would be much preferable to the system we have now. Last edited by Dr.Hadji : 08-26-2007 at 02:08 AM. |
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Member
(08-25-2007,
11:38 PM)
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#26
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It's Just the
Sweet Scent of Butane (08-25-2007,
11:48 PM)
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#27
Banana Peel + Havok ftw?
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Banned
(08-25-2007,
11:49 PM)
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#29
SSBB also needs euphoria:
http://youtube.com/watch?v=Ae3fgj2x1aI http://youtube.com/watch?v=3bKphYfUk-M |
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Member
(08-26-2007,
12:03 AM)
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#30
Originally Posted by pn18:
Smash DOES NOT need physics this complicated. Having set trajectories for various actions and (mostly) fixed event outcomes keeps the gameplay from becoming too random. |
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Banned
(08-26-2007,
12:15 AM)
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#32
Originally Posted by XSX:
Originally Posted by Dies Irę:
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(08-26-2007,
12:39 AM)
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#34
some of you are forgetting SSBMelee had some fucked up physics. Some times you would be smashed off the side of a level, and all of a sudden your trajectory changed and you shot down. Other times you would skid across the map unintentionally
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Member
(08-26-2007,
12:52 AM)
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#35
Havok is a library. You can do a lot with a library. If SSBB is using it, the upshot will be that they'll be able to do exactly what they want to without having to reinvent the wheel as they go. I seriously doubt they'd have to change anything to accomidate the engine.
I mean, it's not like you just plop in a few function calls and call it done. ![]() |
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Member
(08-26-2007,
12:54 AM)
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#36
Originally Posted by Suburban Cowboy:
Skidding unintentionally (well, unexplainably) is something that I've never seen happen. The trajectory thing is only something I've seen with Marth's counter but I remember Dr. Hadji saying it happens in other circumstances too. |
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(08-26-2007,
01:23 AM)
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#37
Originally Posted by yoopoo:
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Got lost looking for
a hentai sim forum (08-26-2007,
01:58 AM)
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#41
Originally Posted by drohne:
Though I guess it depends on one's definition of "good." |
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Member
(08-26-2007,
04:11 AM)
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#44
Originally Posted by Firestorm:
Yup. From vertical smashes there's a very small chance that you can bounce off an "invisible wall" and come straight back down. There's also a small chance that you can just STOP. I think I have a youtube video of Falco getting smashed from behind, but then he takes the momentum and turns it into an attack to hit a jigglypuff. I'll see if I can find it. This kind of momentum based transfer is probably the rarest example I can think of. Besides those trajectory quirks in Melee, there's a lot of other kinds of interactions that we take for granted. Like.... when you throw an item straight up at an opponent, why do they fly horizontally and out. Shouldn't they fly straight up. It's the same with bombs and explosions. Why when you are hit in the head by a blast do you fly up and out. Shouldn't you be crushed downward. This new, more natural type of interaction is already present in the 15 second video. I'll see what I can do about getting some clear pictures. |
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Member
(08-26-2007,
10:04 AM)
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#45
Humm, this is very unusual for Nintendo I don't think they've ever usual any outside middleware ever (Except for Musx from Factor 5)
If they are using Havok, then it'll probably only be for certain things like projectiles and crumbling floors and such. |