JoeJ wrote: That's too vague to imagine how it technically works. Are these rules and controllers defined for agents navigating the scene, or are they defined on the environment, e.g. …
komires wrote: By animation, we mean behavioral animations based on physics simulation – not just pure simulation - but also, like you, certainly not traditional animation. Ah ok, i guess …
bvanevery wrote: I am doubting your dynamic environment, has any ability to reason about changes to the dynamic environment. This is one of the fundamental features of this environment - …
komires wrote: The 3d physics environment is primarily intended to aid them in this work. I am doubting your dynamic environment, has any ability to reason about changes to the …
bvanevery wrote: I am not. The approach you have outlined, simply isn't serious for any tactical, operational, or strategic wargame. The SWAT team or SAS doesn't simply rely on fudging …
raynmetal wrote: So there's obviously a specific kind of game you have in mind when you say this, and it's obviously not a visual novel. What kind of game is …
JoeJ wrote: Actually i'm curious about your disagreement. Maybe you look at it as 'computer animation is still the overarching term describing our field, and physics simulation is one way …
In the 3d physics environment the physics engine is not an addition - is the "heart" of the environment, here he plays, using the analogy to sports, the role of …
komires wrote: Well, this is where we disagree, but we appreciate the criticism, keep it up :-) Actually i'm curious about your disagreement. Maybe you look at it as 'computer …
JoeJ wrote: Sure, but maybe you should adopt my bold statement of sim replacing anim, at least for marketing? Well, this is where we disagree, but we appreciate the criticism, …
bvanevery wrote: Really, you're gonna model the sound propagation through different materials? Like water, soil, curtains, or acoustic tiling? I have trouble believing that. If you did do it, then …
komires wrote: We have a different opinion on this subject :-) Sure, but maybe you should adopt my bold statement of sim replacing anim, at least for marketing? Btw, only …
Really, you're gonna model the sound propagation through different materials? Like water, soil, curtains, or acoustic tiling? I have trouble believing that. If you did do it, then you could …
bvanevery wrote: Yeah but we want to know if the crickets stop chirping when we try to sneak through the underbrush, or if the birds suddenly take to wing in …
komires wrote: Let me refer to music, every sound of current music is multi-layered, with hundreds or even thousands of sounds being generated and handled in real time without any …
JoeJ wrote: I think it's a valid ideology to make physics come first, but your expectations on implementation benefits are a bit naive. For example, physics engines do not 'animate' …
bvanevery wrote: Music will still require scripts. Instruments don't just play themselves. Someone has to hit them a certain way, with specifications for how each blow is struck. Similarly, you …
komires wrote: Sound doesn't require scripts because its pitch and volume result directly from the force of impact and the density of the medium defined in physics. Music will still …
raynmetal wrote: I mean I kinda get the appeal. I don't think it would be much more than a slight change in data representation. I don't see how it would …
3d computer games are often criticized for looking realistic but feeling static - just like "walking through a 3d scene" with limited interaction. Even if these games utilize physics simulation …
komires·
3dphysicsgamephysics3Dmataliphysics
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