flaxknuckles
Member
I don't remember The Force Unleashed controlling like shit and Max Payne 3 felt beautiful so why you guys keep saying Euphoria makes games control badly?
Max Payne 3 had a lot of animation priority that got me killed, (especially post bullet time), so maybe it's just Rockstar consistently making their games control horribly?I don't remember The Force Unleashed controlling like shit and Max Payne 3 felt beautiful so why you guys keep saying Euphoria makes games control badly?
I don't remember The Force Unleashed controlling like shit and Max Payne 3 felt beautiful so why you guys keep saying Euphoria makes games control badly?
IIRC, one of the big hurdles for Euphoria being widely used is that it's not a middleware engine in the traditional sense, and that NaturalMotion more or less winds up as a co-developer on a project that uses it because of how much they need to be involved to help cater it specifically to the needs of their client. It winds up being a lot more expensive than most studios can afford, which is why Rockstar is about the only licensee they have these days.
Everything mentioned in this thread uses a blended animations and physics/skeletal simulation in some combination.
Pretty much every recent game of last many years uses blended animations too. It's just a matter of degrees of how many animations and how well the blending process is happening.
I love the Euphoria Engine, but I think Rockstar owns it so wide spread use won't happen unfortunately.
But we have examples of games that play excellently with little to no animation priority especially in comparison to GTAV, two notable open world examples being The Phantom Pain and Watch Dogs, which both have relatively excellent animation quality so literally what is the downside of a game being more responsive again? Like wtf am I reading? Who are you even talking to?I don't understand people who want literally every game to play like Quake 3. Like, if you don't like games with animation priority, that's fine. But don't act like everyone wants everything into twitch based circle strafing rocket jumps.
Rockstar's shooting has room for improvement, but I don't want it to play like a pre-COD FPS
Max Payne 3 had a lot of animation priority that got me killed, (especially post bullet time), so maybe it's just Rockstar consistently making their games control horribly?
But we have examples of games that play excellently with little to no animation priority especially in comparison to GTAV, two notable open world examples being The Phantom Pain and Watch Dogs, which both have relatively excellent animation quality so literally what is the downside of a game being more responsive again? Like wtf am I reading? Who are you even talking to?
The Overgrowth devs wanted to use Euphoria it at some point, IIRC. The request was denied, so they created a similar system of their own.
Still in ( a painfully ) slow developement.Damn, what happened to that game? Forgot all about it.
No it's that every action in the game takes longer than it should to perform, especially movement.Weirdly, I've seen a ton of people complaining about this stuff in Max Payne 3 and when they explain it it comes down to them shootdodging directly into obstacles and not liking the realistic (and hilarious) crumpling. Is that what happened to you?
But it feels good to play and that's the point, the contextual system for animation is really well done as well, lots of tackling and interactions you don't see very often.Watch Dogs has nice movement animations but all the kill animations feel boring and canned. And when you hit people with cars you see the physics system reveals itself to suck horribly. It doesn't have nearly the same lasting fun as GTA V because of that.
Weirdly, I've seen a ton of people complaining about this stuff in Max Payne 3 and when they explain it it comes down to them shootdodging directly into obstacles and not liking the realistic (and hilarious) crumpling. Is that what happened to you?
Digital Molecular Matter. Apparently Quantum Break used it, never played the game though so I'm not sure how well it was implemented.slightly OT but what ever happened to that other tech that was used in The Force Unleashed? The one that allowed object to behave like the real thing and would break deform different every time?
The request wasn't denied, they simply never made a request. Here's the relevant quote:The Overgrowth devs wanted to use Euphoria it at some point, IIRC. The request was denied, so they created a similar system of their own.
Wolfire said:We also looked into Euphoria, but not only is that not a physics engine, it's not even a product -- you basically hire their programming team to work on incorporating dynamic physics animation into your engine. This is extremely expensive, and not necessary when we can implement the same techniques ourselves.
Well considering Rockstar didn't develop Max Payne 1-2 that would be kind of difficult to do, ya know?Or maybe Rockstar shouldn't have fucked with what worked and made Max Payne 1-2 fun to play?
Or maybe Rockstar shouldn't have fucked with what worked and made Max Payne 1-2 fun to play?
Yes, they should.
The request wasn't denied, they simply never made a request. Here's the relevant quote:
Havok is about a close as we'll get to this.That's really interesting. I wonder why there isn't an actual middleware developer who sells something like this as a fixed product, if that's at all possible.
It's crazy how someone was able to patch in similar character physics by themselves.
Because at its core, from a tech standpoint, it's really "only" animation blending with ragdolls. All the quality comes from producing the animation data and setting up those animations and how they chain into each other, all of which is game-specific.That's really interesting. I wonder why there isn't an actual middleware developer who sells something like this as a fixed product, if that's at all possible.
Max Payne 3 had a lot of animation priority that got me killed, (especially post bullet time), so maybe it's just Rockstar consistently making their games control horribly?
I believe it was all actually already within the GTA5 source code, just disabled. The Max Payne 3/ RDR gore system laid dormant within the source as well, just had to be switched back on.
Max Payne 3 is fun to play and there's a reason it is brought up every time someone brings up the games with the best shooting mechanics but the previous games aren't mentioned. Oh boo who when you strafe Max it takes a quarter second for him to switch directions, so unresponsive.Or maybe Rockstar shouldn't have fucked with what worked and made Max Payne 1-2 fun to play?
The game has 2 files that dictate how the character physics work. Apparently the author of the mod used values from Max Payne 3 and Red Dead. Not sure why Rockstar didn't bother to at least bring these more detailed settings back for the current gen version of the game.It's crazy how someone was able to patch in similar character physics by themselves.
Got a source on that? Someone added in canned gore decals similar to MP3 and RDR, but they aren't properly dynamic like in those games.I believe it was all actually already within the GTA5 source code, just disabled. The Max Payne 3/ RDR gore system laid dormant within the source as well, just had to be switched back on.
Or maybe Rockstar shouldn't have fucked with what worked and made Max Payne 1-2 fun to play?