Showing posts with label speed. Show all posts
Showing posts with label speed. Show all posts

Sunday, 30 September 2012

The Most Impressive Physics Engine You’ve Never Seen

The effects of a real life high-speed collision on a car are catastrophic. In video games, however, things are different. Technical ceilings, licensing hurdles and other factors have long conspired to keep car damage relatively superficial; a pre-canned layer beneath the surface, peeled back gradually whenever the game detects the player should be seeing a few token dents and scratches.

When’s the last time you played a racing game, or perhaps an action game with a driving component, and marvelled at the realism of the crashes? For every one that gets even mildly close there are handfuls more that suffice with the bare minimum of slightly crumpled panels and scuffed paintjobs.

Surely it doesn’t have to be this way? No, it doesn’t.

And earlier this year a small start-up company called BeamNG proved it.

Watching BeamNG’s debut reel is a little like the automotive equivalent of the first time we all saw NaturalMotion’s euphoria engine in action way back in 2006, in that tech trailer of the Indiana Jones game that never came to fruition. Just like euphoria gave us tumbling bodies that look like real tumbling bodies, here were car crashes that looked like real car crashes.

This is soft-body physics.

You may have come across this video before; it chalked up two million views in just three days when BeamNG published it back in March. Perhaps you saw their second video, released in July, or the pair of single crash clips they uploaded just days ago. Or perhaps you’re a Rigs of Rods aficionado, an open-source driving sandbox game loved by fans for its soft-body physics (although they’re not as good as those on display in the videos here).

Where you haven’t seen these amazingly realistic vehicle collisions, however, is in a big budget commercial racing or driving game.

In October 2011 the Rigs of Rods team decided the potential for the sort of soft-body physics on show in their game was too great to ignore. They began work on a new a new physics engine from scratch. It was built upon the same physics concepts, just more refined and optimised.

The BeamNG team illustrate to us in a little more detail why they chose to focus on real time soft-body physics and how they differ from the norm.

Soft-body simulators are way more CPU intensive and do not like tweaks that get them away from physically correct behaviour.

“There are basically two types of physics simulations,” explains the BeamNG team, who’ve asked that their responses be attributed to the entire group rather than individual crewmembers. “Rigid body simulators and soft-body simulators.”

“Rigid body simulators are the dominant physics simulation paradigm as they are less CPU intensive and easier to ‘tweak’ for special behaviours. These systems simulate objects as a ‘whole’, where each different category of an object needs some programmer to code its behaviour. The artist is allowed to tweak some parameters of the programmed behaviour of each object.

“Soft-body simulators are way more CPU intensive and do not like tweaks that get them away from physically correct behaviour. They simulate objects as the sum of their parts where the object’s behaviour is emerging from the behaviour of all its parts. If the programming is clever and correct, the same system can simulate a wide gamut of different object classes.”

So basically, the artist is free to design whatever they wish and the design itself will define the object’s behaviour. The team explains that, due to the freedom that a soft-body simulator provides an artist (because they don't need to find a programmer to code any behaviour of a new type of vehicle), soft-body simulator games tend to foster highly engaged creative communities around them.

[T]he way physics is being done in today's games is too simplistic and artificially touched up.

“The accurate physics and freedom that a soft-body simulator has, as well as the inspirational and creative communities that emerge around them, are what originally attracted us to the field,” continues the BeamNG team.

“In our opinion, the way physics is being done in today's games is too simplistic and artificially touched up. In most games, it has nothing to do with reality anymore and more with ‘appearing’ physically correct. The underlying physics are tuned until the artists are pleased with the results.”

BeamNG assembles its vehicles from around 50 separate parts.

So what’s going on under the hood here? How does it all work? The team explains.

“First, we have only very simple entities that are simulated in our physics core. These are mass points, nodes in our parlance, and the connections in between them, beams. That's it. We do not have one line of code describing how a car should behave.”

We’re told to try and compare the concept to this construction toy. The balls are the mass points and beams are what connect them.

“In addition to the basic node and beam entities we have special entities that simulate more elaborate behaviour. Some examples of these are, hydraulics which are beams with the ability to expand/contract, and engines which are nodes with the ability to create rotational forces.

“So, when you want to simulate a car, you build a frame of nodes and beams, plus hydraulics and engine, that looks like the shape of a car. Similarly when you want to simulate an airplane you build a frame that looks like an airplane. The same applies for all other things that you could think of: bicycles, boats, ragdolls, etcetera.

“The traditional approach to above would require to have specially programmed code for each type of object class... Each of these different object classes would require a person with domain knowledge, car physics, airplane physics, to describe in code the whole object's behaviour.”

Perhaps what seems most stunning is not that a small team of four could put together such fascinating tech in the first place, but that in 2012 there’s still a hole in the industry big enough for them to do so. The game industry pursues realism tenaciously, and yet today’s games still do not feature cars that behave, flex under stress or deform as realistically as this.

The BeamNG team explain that the film effects industry and the motor industry have used this kind of simulation for some time, but their simulators are non real-time and require hours to calculate just one second of action.

“Concerning the game industry, while the whole mass-spring idea initially seems very simple, it's extremely difficult to make it work correctly in real time,” continues the team. “Mass-spring systems have very bad stability, they tend to explode, and are very CPU intensive. Also it is very hard to make them work for stiff materials, metals, in real time.

“Hence the majority of their usage is for calculating ‘soft’ materials like cloth.”

The team also expresses that it’s exceptionally difficult to calculate collisions in real-time for stiff mass-spring systems and keep them stable in the face of extreme collisions.

[I]t is natural that most of a game company’s efforts will be spent on ‘how things look’ rather than ‘how things move’.

“Think of a jet hitting a solid wall at MACH-1,” is their example. If you can't picture it, check out this controlled crash test of an F-4 Phantom hitting a concrete block.

“It requires an enormous amount of knowledge, experience, time and effort to solve all of the above problems efficiently,” they continue. “So it is reasonable for game companies to choose the more direct, proven and good-enough approach of rigid-body for vehicles and soft-body for cloths and other special cases.

“In addition the wide held rule of the gaming industry is that looks are the major selling point for games. So it is natural that most of a game company’s efforts will be spent on ‘how things look’ rather than ‘how things move’.”

Perhaps one of the biggest hurdles going forward, at least for developers of games that rely on real-world vehicles, will be the car manufacturers themselves. It seems like a double standard, factoring in what Hollywood does to cars regularly, but automobile manufacturers have historically been very strict about what they’ll tolerate when it comes to video game damage. We ask the BeamNG team if they would suspect this as a factor in preventing their engine being standard in all car-based video games or will things gradually change?

The BeamNG team suspect that the truth is more complicated and that it mostly has to do with expectation management.

“Concerning Hollywood, they have a preference of depicting extreme car crashes for which the viewer's expectation is that the car should indeed be totalled,” explains the team. “[We] don't think that car companies worry about these scenarios because it is naturally expected for a car in these situations to be totalled to meet with the user experience.”

These traditional damage models are in essence interpolations between predesigned car states.

“In a game, vehicle interactions with the world are not always so extreme as in movies. So if a player scratched a car on a wall and the game wrongly reacted by totalling the car it could create the expectation to the player that the real car would behave the same as the simulated car in the game. The general situation becomes worse due to the artificiality of the traditional game damage models. These traditional damage models are in essence interpolations between predesigned (damaged, undamaged) car states.

“So for a car company to be sure that no such ridiculous situation as the one described above would happen, they would have to go and check all the possible actions and damage reactions of the whole game. This isn't so easy to do exhaustively, so the simple solution for the car companies is to just forbid any car damaging.

“In our physics engine we can simulate realistically enough a Euro-NCAP suitable car, so that it won't be that far from the expected behaviour. On the other hand, if we'll be allowed to have such a car fall from 200 metres is a different story!

“Though at the moment, we are not portraying any licensed cars, so what car companies will allow us to do is currently irrelevant for us.”

Luke is Games Editor at IGN AU. You can chat to him about games, cars and how many of the latter he's smashed into other cars on IGN here or find him and the rest of the Australian team by joining the IGN Australia Facebook community.


Source : ign[dot]com

Thursday, 2 August 2012

Need For Speed: Most Wanted is How Open-World Racing Should Be

Criterion doesn’t make sequels to other people’s games. They’re quite emphatic about that. Hot Pursuit wasn’t a follow-up to any other Need for Speed, but rather Criterion’s personal take on the theme. Need for Speed: Most Wanted shares its name with another game in this genre-spanning racing brand, but the interpretation is all Criterion’s own. It does feel a bit like a sequel, though, in some ways – not to any of EA’s previous NFS games, but to the developer’s 2008 open-world racer Burnout Paradise.

Most Wanted is an open-world racer too, setting the player down in a shiny, good-looking American-style city with luxuriously wide roads, extremely car-friendly urban architecture and absolutely no cyclicsts to get in the way. You can leap over the freeway, drive up stairs, drift crazily around the end of a pier, antagonise the police and (naturally) take part in street races of every imaginable variety. And here’s the best part: every car in the game is open from the start, hidden somewhere in the city. All you have to do is get out there and find them.

No more staring longingly at greyed-out shiny Ferraris in unlock menus. No more accumulating XP or cash or whatever other arbitrary value for 10 or 30 or 35 hours before you’re allowed to drive the cars that everybody actually wants to drive. There’s just you, the cops, and a secret-packed urban playground designed for absurd driving. And, via an updated and improved version of Autolog, the constant presence of all your friends.

Like Hot Pursuit, Most Wanted is a social racing game, making every tiny challenge into a social leaderboard.

Like Hot Pursuit, Most Wanted is a social racing game, making every tiny challenge into a social leaderboard. Autolog is everywhere, populating the city of Fairhaven with competitive gameplay and turning every speed camera and visible billboard into a competition. Fly through the air for the longest time after smashing through a billboard, and your face will appear on it, adorning that same billboard in your friends’ game until one of them beats your record. The game’s hook, really, is the desire to become the most notorious driver amongst your own group of players.

The city of Fairhaven is full of distractions and incentives, security-gated alleyways and secreted cars and underground shortcuts, all designed to make you want to explore its 100-odd miles of road. Open-world racers can often feel directionless, leaving you to tool around in a city without giving you all that much to actually do – Burnout Paradise suffered from this problem – but here Autolog provides you with a constantly-updated list of new score challenges and people to beat, in addition to the races and events that Criterion constructs for you.

“The city has to be inviting and it has to be interesting, and at any point in the game you’re parked up and going zero miles an hour, there should be something interesting to look at,” says creative director Craig Sullivan, whom you might recognise from Most Wanted’s E3 appearance. “A jump in the distance, a ledge you think you can drive onto, a billboard somewhere high up that makes you think ‘How do I get up there?’, or an interesting drift corner, or some back allyways that have security gates up and make you think, if I smash through them what’s down that alleyway? Is it a car? Is it a hidden route that lets me go faster during a race?”

Some back allyways that have security gates up and make you think, if I smash through them what’s down that alleyway? Is it a car? Is it a hidden route that lets me go faster during a race?

When Need For Speed: Most Wanted’s emergent gameplay isn’t throwing up anything that grabs your interest, the Easy Drive menu is where the single-player races and challenges are hiding. Lifted straight from Burnout Paradise, it’s a real-time d-pad operated menu that you can use to switch between different cars, find events and tinker with your car’s mods without leaving the driving seat (although it’s a bit difficult to read and operate a menu at the same time as driving at 100mph down a freeway without smashing into other traffic). You can jump around the map straight to specific races from the menu, so you don’t have to drive around looking for events unless you want to. There are bespoke races and challenges for each individual car, and completing them unlocks mods (nitrous, different tyres that make life easier in off-road  races, all sorts), giving you an incentive to stick with each car for a while rather than switching between them every five minutes.

This being Criterion, of course, the cars aren’t treated with po-faced reverence. They’re there to be crashed, shunted and generally abused. “These are the best-looking cars Need for Speed has ever had. That’s just a fact,” says producer Matt Webster. “But it’s in our nature to take something beautiful and want to smash it up.” This is best exemplified by Most Wanted’s totally chaotic multiplayer, which drops you and a big group of other racers into the city and just throws races at you, sending you careening all over the map to meet-up points.

Before the races even start, there’s a melee at these meet-ups, with everyone ramming into everyone else and screeching around the vicinity. A familiar slow-motion takedown cam rewards you for nudging opponents into pillars or oncoming traffic. Most of the time you don’t even know when the race is going to start, or what direction you should be facing in when it does, resulting in absolute carnage when the 3,2,1 countdown appears on the screen. So far we’ve played drift and jump distance challenges as well as straight races, the latter of which resulted in an awesome mid-air crash.

If Forza is car-worship, Burnout is crashing and Hot Pursuit is cops and robbers, Most Wanted is chaos. It’s about doing the most outrageous things possible in a city designed for vehicular mayhem, motivated by social competition as much as the game’s own challenges. It feels like open-world Burnout that Paradise could have been, with extra structure and motivation provided by Autolog and a smarter, more fluid and intuitive single-player system. Play that uproarious multiplayer for more than five minutes, and you can’t wait to see more. Most Wanted takes many of Criterion’s best ideas and runs with them, and if it works it will play like a career best-of.

Keza MacDonald is in charge of IGN’s games team in the UK and still thinks Burnout 3 might be the best racing game ever made. You can follow here on IGN and Twitter.


Source : ign[dot]com

Wednesday, 1 August 2012

Director Talks Hawken, Need for Speed Movies

Act of Valor helmer Scott Waugh has not one but two video game movies on the table: Need for Speed and Hawken. And in a new interview, he's revealed some of his plans for the adaptations, including the notion of using the Unreal game engine to help make the latter film.

"One of the things I’ve been talking to the game developers about that I think is going to be so unique to [Hawken] is that I really want to use the [Unreal Engine 3] game engine in the movie," he tells The Hollywood Reporter. "I want the film to feel exactly like the game. So we’re going to definitely really cross-pollinate what they’re doing in the game for the film. For me, I’m pretty excited about that, because that world we’re creating in Hawken is going to be exactly like the game."

Waugh also thinks that the future of game-to-film adaptations can be found in that word that makes media conglomerates so happy: synergy. In the case of Hawken, for example, game publisher Meteor Entertainment and developer Adhesive Games have the movie, game, comics and a live-action web series in the works.

"Now it’s not, 'Here’s the movie. Here’s the game,'" says the director. "It’s almost become one. That’s the experience we want to create in the film, for people to really feel like, 'Holy smokes!' … that you’re in the game."

As for Need for Speed, Waugh says the film will be a "mesh" of all the games in that series, while focusing on a specific title (which he's not revealing yet).

"I personally have always wanted to do a car racing movie," he says. "I’m a motocross racer, myself. We still quote Bullitt and French Connection. Those movies were made in the '70s. We should be able to outdo that nowadays, and I just feel like, 'I want to be the guy that makes the next authentic racing film,' and that’s my goal. It’s so great to be part of that Need for Speed franchise, because I think they do a great job on authentic racing."

Talk to Movies Editor Scott Collura on Twitter at @ScottIGN, on IGN and on Facebook.


Source : ign[dot]com