[QUOTE=MegaJohnny;15928944] I like the Source engine because if the maps are decently made everything looks crisp and totally believable, not covered in haze and post-processing like the second picture is.[/QUOTE]
This.
Crysis looks [b]great[/b], amazing sometimes.
But it does not look [b]real[/b] because the real world is not full of fucking bloom on every god damn surface. Maybe the rest of the world has 5/5 vision, but a tin rooftop does not fucking look like the surface of a star that's hazed and blurry as all hell.
Source is dated, but at least the maps feel real. The thing about Crysis is that it looks like a [b]game[/b], it looks like a very, very, good game, but a game none the less. At times, source looks just like the real world, because the graphics arnt so good that it looks gamey. Which is what all these next-gen games look like. They look more like CGI than the real world.
[QUOTE=Ttubckid;15926628][img]http://s.lurkmore.ru/images/thumb/5/54/Crysis.jpg/800px-Crysis.jpg[/img]
Released in '07
[IMG]http://img339.imageshack.us/img339/3497/d1canals010002.jpg[/IMG]
Released in '04
Now shut up, noob
[editline]09:14PM[/editline]
Oh, and you dont need a supercomputer to run that game that was released in '04[/QUOTE]
Yo man, what's wrong with Crysis? Except for the really bad physics engine?
Water physics is a highly difficult task. Even with unlimited computer resources, a general solution to the Navier-Stokes equations has never been found. Even with an IBM Roadrunner, you couldn't get it perfect. On the wimpy computers GMod is able to run on, be glad you can even get refractions.
[QUOTE=OogalaBoogal;15948461]Well guess what. What makes the Orange Box so popular? It could run on 1.7 Ghz single-core machines. With physics and explosions! [b]It's not really that nice to be telling people to GTFO with bad computers.[/b] Sure, I'm building a rig worth 4k this christmas, but I won't be bothering people then! I currently have a P4 @ 2.8, and a nVidia 7600GS that I overclocked! Anyways, gMod has no use on a Dual-Core, since it is only single threaded. Sure, join-date elitism is common here, but computer elitism is not welcome. So sir, I would like to politely tell you, to GTFO.[/QUOTE]
No-one is nice on the internet.
It's people with these computers that make sure we can't have nice things.
Like when gmod got bumped onto the ep2 engine, I really can't wait till garry does it with the ep3 engine. Maybe we'll loose some little whiners from our games.
[QUOTE=X e r o;15955666]Yo man, what's wrong with Crysis? Except for the really bad physics engine?[/QUOTE]
Nothing. I just dont like when Crysis is told to be better than Half Life 2 in any aspect. Personally i dont see nothing realistic in that dumb game.
[QUOTE=ThePunisher1;15931217]
How do you expect the game to understand when the thing you are building is water tight anyway?[/QUOTE]
Hitboxes.
It'd be fairly simple for garry to code water invisible inside things, and make there no sound.
[QUOTE=Legend286;15958324]It'd be fairly simple for garry to code water invisible inside things, and make there no sound.[/QUOTE]
That's actually a good idea. Code it so that physics props don't feel water resistane, only air resistance when inside sealed props underwater. Then remove the murkiness underwater. The water brush entity would still be there, but just undetectable.
1.make some very small objects that have an transparent water color
2.put 9000 props in one small hole
3.????
4.LAGS
There is no real need for water physics, seeing as effects can mimic a good amount of it. Also it would lag your machine to its knees.
Crysis has water physics.
ITT: People who don't understand anything about computers.
[editline]12:22PM[/editline]
[QUOTE=ShadowPhoeni;15962356]Crysis has water physics.[/QUOTE]
Crysis has simulated waves and such. Much better then HL2's flat water brushes, but still a far cry from from real water physics.
[editline]12:23PM[/editline]
[QUOTE=Amez;15961215]There is no real need for water physics, seeing as effects can mimic a good amount of it. Also it would lag your machine to its knees.[/QUOTE]
Water Physics would be awesome to have, seriously. We just can't... yet.
[editline]12:23PM[/editline]
[QUOTE=DainBramageStudios;15960737]That's actually a good idea. Code it so that physics props don't feel water resistane, only air resistance when inside sealed props underwater. Then remove the murkiness underwater. The water brush entity would still be there, but just undetectable.[/QUOTE]
So, how do you know when the props are sealed? Oh wait. You don't.
[editline]12:24PM[/editline]
[QUOTE=Ttubckid;15958204]Nothing. I just dont like when Crysis is told to be better than Half Life 2 in any aspect. Personally i dont see nothing realistic in that dumb game.[/QUOTE]
The graphics for one. :downs:
[editline]12:26PM[/editline]
[QUOTE=Axznma;15955048]This.
Crysis looks [b]great[/b], amazing sometimes.
But it does not look [b]real[/b] because the real world is not full of fucking bloom on every god damn surface. Maybe the rest of the world has 5/5 vision, but a tin rooftop does not fucking look like the surface of a star that's hazed and blurry as all hell.
Source is dated, but at least the maps feel real. The thing about Crysis is that it looks like a [b]game[/b], it looks like a very, very, good game, but a game none the less. At times, source looks just like the real world, because the graphics arnt so good that it looks gamey. Which is what all these next-gen games look like. They look more like CGI than the real world.[/QUOTE]
Get your eyes checked out. If source starts looking like real life you should get some help. The textures are quite bad on props, very undetailed.
Crysis does look better then Half-Life 2. It also has much better lighting then HL2.
[editline]12:28PM[/editline]
[QUOTE=OogalaBoogal;15948461]Well guess what. What makes the Orange Box so popular? It could run on 1.7 Ghz single-core machines. With physics and explosions! It's not really that nice to be telling people to GTFO with bad computers. Sure, I'm building a rig worth 4k this christmas, but I won't be bothering people then! I currently have a P4 @ 2.8, and a nVidia 7600GS that I overclocked! Anyways, gMod has no use on a Dual-Core, since it is only single threaded. Sure, join-date elitism is common here, but computer elitism is not welcome. So sir, I would like to politely tell you, to GTFO.[/QUOTE]
It's about time for people stop bitching that they can't run today's games on their rigs from 04-06.
[editline]12:31PM[/editline]
[QUOTE=ChewGum;15924433]Source Engine uses 'Havok Physics Engine' which I think, is the best yet,[/QUOTE]
Except they used a heavily modified old havok engine that is out dated as fuck as there is like 2-3 new versions of havok out.
[editline]12:35PM[/editline]
[QUOTE=Ttubckid;15926628][IMG_THUMB]http://s.lurkmore.ru/images/thumb/5/54/Crysis.jpg/800px-Crysis.jpg[/IMG_THUMB]
Released in '07
[IMG_THUMB]http://img339.imageshack.us/img339/3497/d1canals010002.jpg[/IMG_THUMB]
Released in '04
Now shut up, noob
[editline]09:14PM[/editline]
Oh, and you dont need a supercomputer to run that game that was released in '04[/QUOTE]
You don't need a super computer to run Crysis either. I can play it on high, with AA and I don't have an extremely over the top computer.
Q6600 @ 2.5Ghz
9800GTX
4GB Ram
My old "gaming" PC, which was a prebuilt, had some AMD dual, 7500LE and 2GB ram. I could play Crysis on lowest. This was a PC from 05.
Hello, traveler, welcome to [B]2009[/B]. It's time for us to get out our upgrade goggles and upgrade some parts or buy new PCs.
[editline]12:37PM[/editline]
People need to upgrade their PCs instead of :bandwagon:'in about Crysis being impossible to run or Vista being bad or anything.
[editline]12:38PM[/editline]
I have too much free time.
[QUOTE=Kybalt;15962690]Crysis has simulated waves and such. Much better then HL2's flat water brushes, but still a far cry from from real water physics.[/QUOTE]
"Crysis' water physics are a FAR CRY from real water physics" :v:
I think its funny how nobody is happy with what is already in Gmod.. I mean the kind of stuff you can build.. and what not with whats provided by SOURCE and Havok
[QUOTE=BlackRazor88;15963309][B]"Crysis' water physics are a FAR CRY from real water physics" :v:[/B]
I think its funny how nobody is happy with what is already in Gmod.. I mean the kind of stuff you can build.. and what not with whats provided by SOURCE and Havok[/QUOTE]
:downsbravo:
GMod is boring for me now. It needs better physics and a much larger map size. srsly.
[QUOTE=Kybalt;15963390]:downsbravo:
GMod is boring for me now. It needs better physics and a much larger map size. srsly.[/QUOTE]
No need to be an ass about it.. I just thought it was funny.. sheesh and I'm going to assume thats sarcasm?
[QUOTE=BlackRazor88;15963551]No need to be an ass about it.. I just thought it was funny.. sheesh and I'm going to assume thats sarcasm?[/QUOTE]
GMod needs bigger maps and better physics/graphics.
[QUOTE=Kybalt;15963666]GMod needs bigger maps and better physics/graphics.[/QUOTE]
1) Graphics whore
2) A [B]LOT[/B] of people who play GMod can just barely play it. Upgrading it to say, the L4D engine would force tons of people to upgrade their hardware
3) Increasing the graphics means replacing the textures
4) Larger maps are not possible in Source
GTAIV had really nice water though, not dynamic but fairly close to recreating the same look.
[QUOTE=QwertySecond;15920387]1. Get wiremod
2. Get gcombat
3. Place a thruster on your obect and weld it. (seriously)
4. Using gcombat, place a flame thrower on the thruster, and well it to both the object and the thruster for stability.
Hey presto, instant back wash![/QUOTE]
.. or recode the thrusters with the wished effects. More pretty way.
[editline]06:07PM[/editline]
[QUOTE=BlackVenom;15920495]If i'm not mistaken Source wasn't designed for water works, it was programmed enough to show realistic water[/QUOTE]
Like every current game.
No actual computer can calculate realistic water as you expect it in realtime - and on these amounts necessary (lakes etc). Just "cheap" approximations or "water fakes" (shaders).
Lol gmod on a GeoMod2 engine (red faction guerilla) would be totaly awesome :)
Use fucking fin for propulsion.
[QUOTE=Nick99;15920134]You're asking for a bit much there. We're still in the 21st century.[/QUOTE]
CryEngine 2 (Oh god, Gmod needs something like that.)
(Somewhat) Dynamic Water, now you can build submarines without drowning.
:dance:
[QUOTE=pedroion;15924175]Try Phun - it's a 2D game, and whenever I place water in it, it gets laggy as hell.[/QUOTE]
Phun's lag comes from the fact that it draws with SDL, not the fact that it has 2d water physics. 2d water physics have been manageable for a while now, just look at all of the particle demos on the internet.
[QUOTE=Kybalt;15962690]Hello, traveler, welcome to [B]2009[/B]. It's time for us to get out our upgrade goggles and upgrade some parts or buy new PCs.[/QUOTE]
I would spend 1,5 thousand bucks for a new pc every year too, but im not that rich and not that nerdy
[QUOTE=Spacewolf;15932190]I lol'd[/QUOTE]
He lol'd
[QUOTE=nick10510;15967091]He lol'd[/QUOTE]
Liar
[QUOTE=Ttubckid;15966840]I would spend 1,5 thousand bucks for a new pc every year too, but im not that rich and not that nerdy[/QUOTE]
Or you can just buy better parts or build your own computer
Blame Havok, don't blame Garry's Mod, talk to Valve about changing from Havok to something else, then see how much you're ignored.
OP play with those boxes everyone is giving you.
i think that the current water system paired with what Insomniac games has shown with their water (R&C Resistance 2) would make for a pretty cool, non-laggy, water system. hell even the old insomniac musem in "Going Commando" (ON PS2) had a display of water physics that they would go on to use in resistance and all of their future games.
To reiterate:
The basic equations that we have for governing fluid movement (the Navier-Stokes equations) have no general solution. This means that even with every computer on the planet, we could not perfectly simulate a drop of water.
Normally, when trying to adapt an algorithm to real-time usage, it is done by removing extraneous terms, using lower-resolution calculations, or precalculating things and keeping them from changing. By comparison with lighting, Quake 1 ignored color in lights, Doom 3 dynamic shadows are 1-bit per pixel, and Source can take hours to calculate lightmaps.
With water, though, we have to work backwards. We start with how we want it to behave, and find an algorithm to fit that.
The equations that actually govern fluids of constant viscosity:
[img]http://upload.wikimedia.org/math/7/d/a/7dad874a1a94f017d30938c952dfa9e5.png[/img]
Early games (DooM-style):
h=k
Quake 2/Half-Life style:
h=sin(t) * abs(x) * abs(y)
HL2 (approximately):
h += sin(f[1]/t[1]) * abs(x) * abs(y)
for each f and t
Optimized for multicore:
[img]http://www.gamasutra.com/db_area/images/feature/4022/fig6.png[/img]
None of those really resemble the actual equations. They get more detailed, yes, but none of them are even based on Navier-Stokes. No game has realistic water. Some may get closer, but by the time we can simulate it properly, we'll be jacking computers directly into our brains.
For some highly-technical stuff, see [url]http://www.gamasutra.com/view/feature/4022/sponsored_feature_multithreaded_.php?page=1[/url]
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