I would focus more on the body, as in joints, bones, realistic skin tearing, and then work on physics in general.
[QUOTE=FoxMeister;22263964]But I get such a nerdgasm when I see a piece of wood break realistically.[/QUOTE]
Look, you don't need DMM for a piece of wood to break realistically. That's what the company that created it wants you to believe. It's all about marketing hype, the more people they convince that it's absolutely the best way of doing physics, the more money they'll make. And they seem to be doing a pretty damn good job at it. There's only a few games with DMM that have already been released and everybody is talking about it. I have no idea how this is possible. The name that makes it sound way more advanced and complex than it actually is probably has something to do with it.
First and only thing I can think of off hand is that the crafting system would be crazy. Almost anything could be crafted and customized however you see fit. Even things that don't seem to make sense would be doable.
For an example: Making a custom recliner that you determine the color of, softness and all that is well and good. Should you want to, you could enchant it to boost elemental resistance while sitting in it, and add wheels/hover propulsion/make it weight less so you could lug it around/ride it and get said bonus in battle.
Anything other than a vision for a crafting system I can't come up with yet.
I would try and make an engine that had dynamically bending walls and shit, and then make it so that the bending was clientside, so that it would work in multiplayer, and create a co-operative puzzle game based around these physics. Would include "dynamic" water (basically a particle system, and when there are more than 5 particles all close together, they'd clump and swap into 1 big particle. Do that with 600000 particles, and swap it for one big particle, and suddenly dynamic water is feasible.
[QUOTE=ColossalSoft;22259752]PRESsure Engine
Basically Source but not old. Euphoria implemented for singleplayer, slightly dynamic water (see GTA4), real-time tessellation which only tessellates when acted upon by a force, volumetric lighting, all that good shit. Including open-world support so no more loading screens!
Basically Source+CryEngine+Unreal+other awesome engines.[/QUOTE]
I'd to this, and make it open source :buddy:
If I made a game engine, I would make it be able to fuck any shit up, with realistic body deformation and building destruction and terrain destruction/deformation.
If I made a game engine, I would say "How the hell did I do that?"
An engine that could handle a legit Star Wars experience. I'm talking, flying directly from space to the planets surface and having battles with thousands of people. Well, would apply to any large scale game.
If I made a game engine I'd make it easy to code using basic English instead of coding language, such as:
[code]If player [press W; then {Jump (grav 4)}]
If player [press LShift+W; then {Jump (grav 2)}][/code]
EasyEngine -- Full 3D, good physics, realistic water, and an easy to use drag and drop SDK to make games. Of course there's also a more advanced SDK for more advanced developers.
[QUOTE=Doom14;22259529]I'd want a secret keystroke to make it start raining kittens and puppies. I'd also want the first game built on it to be a realistic, gritty first-person-shooter beige-fest.
That way, while people are shooting each other's internal organs out with generic guns; suddenly: [B][I][U]FUCKING RAINING CATS AND DOGS.[/U][/I][/B][/QUOTE]
Postal 2.
:v:
[QUOTE=Chrille;22259789]I would start by making an engine that would effectively simulate the behavior of atoms, and then, as technology and calculation power of computers progresses, have it do more and more advanced simulations, until I have created an exact copy of the real world, and then I would begin constructing a new game engine inside my fake real world.
Edit: And the new fake game engine will have Euphoria.[/QUOTE]
You reminded me of this:
[media]http://www.youtube.com/watch?v=Rw8gE3lnpLQ[/media]
[QUOTE=Doomish;22265191]If I made a game engine I'd make it easy to code using basic English instead of coding language, such as:
[code]If player [press W; then {Jump (grav 4)}]
If player [press LShift+W; then {Jump (grav 2)}][/code][/QUOTE]
Have fun telling people why when they try to move they jump.
lots of physics stuff because physics are nice
[QUOTE=FFStudios;22262434]I'd probably mesh Source, Unreal, and whatever engine Postal 2 ran on. Uber gore and sexy physics.[/QUOTE]
Postal 2 ran on Unreal engine 2.0.
It would be sweet to recreate Postal 2 on the X-Ray engine.
[QUOTE=Sunday_Roast;22277154]Postal 2 ran on Unreal engine 2.0.
It would be sweet to recreate Postal 2 on the X-Ray engine.[/QUOTE]
I want someone to figure out how to port Postal 2 to Unreal 3.
One based on procedural generation. Content generated on the fly, be it terrain, buildings or whatever the game is placed in.
Would be a very physics based game where everything is procedurally generated and can be destroyed procedurally as well. All based on materials given to said object.
Digital molecular matter would be enveloped in with these physical properties as well so they behaved like real-world physics.
Not to mention other things such as Euphoria, real time water physic simulation, smoke simulation, volumetric and indirect lighting, so basically, the CryEngine 3 but with much more physic based traits.
And it's funny because all of these are very much capable of being implemented now except maybe real time water.
I'd have one which had gas physics, so I could make a space station game with decompression. You could turn the gas physics on or off (so you could "land" on a "planet" and you wouldn't have to fill the level with air) and it'd have the option to have coloured gasses and poison gasses.
Think the Wire mod, but more involved.
A cross over between Source and whatever engine sumotori dreams uses, with some awesome advanced contextual AI thrown in.
My first game on it would be a Deus Ex-alike with the close combat system of Dark Messiah of Might and Magic.
Should be pretty awesome with intelligent ragdolls up in that bitch.
I would make a pretty general use engine like the Source engine
I would make a really good physics engine, with dynamic water, and digging... Think of... Minecraft meets Crysis .. :o
It would be a robot engine for making robots :q:
[QUOTE=UnidentifiedFlyingTard;22277202]I want someone to figure out how to port Postal 2 to Unreal 3.[/QUOTE]
Made me think of that I still haven't got back my Postal X from my friend I haven't seen in a long while.
In the other hand: I still have his airsoft colt 1911, so it's quite neutral.
BTW the Postal X anniversary pack can be installed in as many computers as you wish and it doesn't require the CD to run.
Just gotta love RWS.
I would focus on character movement and player intuition, if you walk against a low wall the game will recognise you probabaly want to climb over it or duck under a low pipe or something. Facing a wall with at the corner would cause you to lean after a second or two, you could lean out of windows and open things realisticly, not just taping E and watching it slide open, your hand would reach out and grab it.
[QUOTE=Janus Vesta;22278974]I would focus on character movement and player intuition, if you walk against a low wall the game will recognise you probabaly want to climb over it or duck under a low pipe or something. Facing a wall with at the corner would cause you to lean after a second or two, you could lean out of windows and open things realisticly, not just taping E and watching it slide open, your hand would reach out and grab it.[/QUOTE]
Trying to predict what the player wanted to do would be tricky. He's crouching and moving against a wall. Does he want to use it as cover or sneakily jump over it?
FreeFngine: FreeEngine is a game engine with dynamic injuries to the environment, NPCs, characters, animals, and vehicles. Shadows cannot render because the engine programming automatically uses the resources saved from no shadows and generates a rainy, stormy sky. Bullets have the effects of a normal bullet, such as drop, and the Coriolis effect at a long distance. Weapons have all the effects of a regular weapon, with recoil, bolt movement, and shell ejection. Sounds are dynamic, so you can't hear a softly playing radio if you are in the next room or an NPC will stop talking if you walk away. Those are just a few of the features, though.
[QUOTE=MegaJohnny;22279157]Trying to predict what the player wanted to do would be tricky. He's crouching and moving against a wall. Does he want to use it as cover or sneakily jump over it?[/QUOTE]
Hold a button to take cover, walk against the wall to climb it. If you crouch it would make you stand up if you walked toward it so you know you're about to climb over, if you don't want to you can move in another direction or stop moving.
[QUOTE=rosar0980;22279514]FreeFngine: FreeEngine is a game engine with dynamic injuries to the environment, NPCs, characters, animals, and vehicles. Shadows cannot render because the engine programming automatically uses the resources saved from no shadows and generates a rainy, stormy sky. Bullets have the effects of a normal bullet, such as drop, and the Coriolis effect at a long distance. Weapons have all the effects of a regular weapon, with recoil, bolt movement, and shell ejection. Sounds are dynamic, so you can't hear a softly playing radio if you are in the next room or an NPC will stop talking if you walk away. Those are just a few of the features, though.[/QUOTE]
Doesn't sound practical at all.
No shadows = no interest in engine at all.
i want engine that can read my mind and show my things on monitor.
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