oldgoat wrote:
Lotta_Drool wrote:
I would expect that soon a FPS game should be able create a world in which objects will have Mass, density, and hardness. I would envision games in which certain rifles will fire bullets with energy values that collide with objects to expend that energy upon them creating damage based on the objects Mass, hardness, and density.
crysis does all of that. minues the last 3. (idk what that means...like if u shoot a rocket at a tree it blows in half..and when u shoot a pistol at it it like splits but liek slowly?? depending on the firepower stuffs)
Mass. The most this will relate to a game is intertia. IE, you shoot a car and it doesn't move. You detonate a good chunk of explosives under it though, and it goes flying. Source Engine.
Hardness. Not sure exactly what spit had in mind with this, but I remember a tech demo of Alone in the Dark where a metal door would flex depending on impact, not just leave a bullet decal. Or, a wooden door just breaks. I'll see for myself when I play the game, sooner or later. Maybe he wants to play as a jeweler and we have to discern diamonds from other minerals by the 'glass test.'
Density. Some stuff floats, some stuff sinks. Source Engine.
I just mentioned what first came to mind, I'm sure other engines have done this.
Edit: Each of those 3 aspects could have a large range of implications, not just what was listed.
Last edited by Defiance (2008-08-21 21:41:00)