Creation Engine, the world we want?

Post » Fri Apr 08, 2011 5:07 am

The Creation Engine sounds rather impressive in my opinion.

It can easily create environments ranging from forest to snowy tundras and great rocky mountins. From what I read they can add waterfalls easily alongside brooks. The lighting in the world cast real world shadows around everything and the light reflect upon the game world unlike in Oblivion. They put in a precipitation reader for the snow so it builds up in different amounts on the surfaces of different objects which is great. it seems to open up alot of rather impressive and diverse settings for us to explore a vast and unique world I look forward to see how the game works and see this new Creation Engine to give us the living breathing world we crave... sorry for the typo above inthe title of my post. :twirl:
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Bigze Stacks
 
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Post » Fri Apr 08, 2011 12:06 am

Um... Yes.
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Leilene Nessel
 
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Post » Fri Apr 08, 2011 12:38 am

Um... Yes.


I agree.
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Sun of Sammy
 
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Post » Fri Apr 08, 2011 4:09 am

Yeah I'm pretty excited too see what the new engine (Havok, right?) is capable of.
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Jeneene Hunte
 
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Post » Thu Apr 07, 2011 11:40 pm

I hope improved lighting means that surroundings such as walls affect lighting so it won't bleed through.
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alyssa ALYSSA
 
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Post » Fri Apr 08, 2011 1:17 am

Yeah I'm pretty excited too see what the new engine (Havok, right?) is capable of.

Havok is for the AI only. They're using Creation for the engine.
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lisa nuttall
 
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Post » Thu Apr 07, 2011 10:03 pm

Havok is for the AI only. They're using Creation for the engine.


No... Havok is for the animation only.
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Motionsharp
 
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Post » Fri Apr 08, 2011 4:02 am

These guys have some cojones using that name.

And the Bethesda devs said "Let there be light." And the devs saw that the light was good. But it needed some tweaking. And instead of creating the world in 6 days they took a few extra years and then then sat around waiting for a special gimmicky date while parceling out tiny tidbits of information and a screenshot every 6 weeks.

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Miguel
 
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Post » Fri Apr 08, 2011 8:17 am

No... Havok is for the animation only.

Oh okay... I was mistaken. So Creation is gonna be handling a lotta stuff...
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Michelle Smith
 
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Post » Fri Apr 08, 2011 8:13 am

Havok is a third-party animation program implemented into the Creation code base. Just as Speed-Tree was a third party program implemented later into Gamebyro.

Creation is an in-house game engine created by Bethesda, it operates as the code base foundation for all the artistic/scripting content put into the game. Hovok, speed-tree, things of that nature are middleware that is later implemented into the game engine.
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Josephine Gowing
 
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Post » Fri Apr 08, 2011 9:32 am

I hope improved lighting means that surroundings such as walls affect lighting so it won't bleed through.

Its supposed to be cast around objects and cast shadows in real time. At least thats would it said I would hate the light to bleed threw the world...
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clelia vega
 
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Post » Fri Apr 08, 2011 9:40 am

Its supposed to be cast around objects and cast shadows in real time. At least thats would it said I would hate the light to bleed threw the world...


The light didn't bleed through the world, there were simply no shadows cast onto other geometry by large static objects. Static objects had shading, but there were no shadows cast onto the world. I think Dynamic shadowing on gamebyro probably just would have been too expensive, and simply "baking" the shadows onto the surface doesn't really work either, because the world is huge and there's a day-night cycle.
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Ryan Lutz
 
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Post » Thu Apr 07, 2011 9:38 pm

Oh okay... I was mistaken. So Creation is gonna be handling a lotta stuff...

Yeah Havok does animations to the game the Creation Engine basically does everything else, but they did create an in house creation set for the foliage in game, they built that to create a massive amount of plants and create "weights" to the limb of tree and bushs and so on so they respond realistically with the wind that is being added to the game as well.
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Angela
 
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Post » Fri Apr 08, 2011 4:12 am

Havok is for the AI only. They're using Creation for the engine.


Havok Physics is for physics. Havok Behavior is for animations. And Havok AI is for idem.
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Add Me
 
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Post » Fri Apr 08, 2011 1:45 am

The light didn't bleed through the world, there were simply no shadows cast onto other geometry by large static objects. Static objects had shading, but there were no shadows cast onto the world. I think Dynamic shadowing on gamebyro probably just would have been too expensive, and simply "baking" the shadows onto the surface doesn't really work either, because the world is huge and there's a day-night cycle.

I know it did not I am saying from a post above I hope the improvede lighting system for Skyrim does not make it bleed threw that game I was not talking about Oblivion... :confused:
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NAkeshIa BENNETT
 
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Post » Fri Apr 08, 2011 4:21 am

Why do you guys even comment if you don't know what your talking about?
Creation Engine is the main engine. Havok is the physics engine and Havok Behaviour is the animation engine, powered by the Havok physics engine.
I reckon that Havok Behaviour can't do a thing without the physics engine.
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kristy dunn
 
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Post » Fri Apr 08, 2011 1:03 am

Heres to Creation! :foodndrink:
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Jonathan Montero
 
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Post » Fri Apr 08, 2011 5:55 am

wonder if we will be able to create something like a desert . if people want to mod in some sahara like desert or something
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Madison Poo
 
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Post » Fri Apr 08, 2011 8:02 am

wonder if we will be able to create something like a desert . if people want to mod in some sahara like desert or something

I have a feeling deep down in my heart that in two years time will see the beginnings of the most spectacular mods ever created for the PC.
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Leilene Nessel
 
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Post » Fri Apr 08, 2011 4:46 am

Why do you guys even comment if you don't know what your talking about?
Creation Engine is the main engine. Havok is the physics engine and Havok Behaviour is the animation engine, powered by the Havok physics engine.
I reckon that Havok Behaviour can't do a thing without the physics engine.

Yeah without the base for the physics engine there is nothing to build on. I want to see the new tech behind Havok Behaviour from what I read about it it sounds promising, its supposed to add dynamic movement to the dragons movements and dives, while they are free flying and unscripted, really looking forward to seeing that!
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Andres Lechuga
 
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Post » Fri Apr 08, 2011 1:51 am

wonder if we will be able to create something like a desert . if people want to mod in some sahara like desert or something


Probably. There wasn't any deserts in Oblivion, yet Elsweyr mod did a excellent job on that matter. I assume that with an even better engine it'd be easier to make them, and/or provide better results.
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Del Arte
 
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Post » Thu Apr 07, 2011 8:42 pm

Heres to Creation! :foodndrink:

Here is to the Creation Engine and to Havok and Havok Behaviour mate. :foodndrink:
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Tom
 
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Post » Thu Apr 07, 2011 7:02 pm

wonder if we will be able to create something like a desert . if people want to mod in some sahara like desert or something


Why wouldn't you be able to? You can import textures? you can import models? Well, then you can create a desert. It's not like they made a game engine to support snowy environments and snowy environments alone.
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Nina Mccormick
 
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Post » Thu Apr 07, 2011 6:14 pm

Creation Engine is the main engine. Havok is the physics engine and Havok Behaviour is the animation engine, powered by the Havok physics engine.
I reckon that Havok Behaviour can't do a thing without the physics engine.


Does this mean that we will see some character animation similar to the "Havok Animation - Retargeting Blending" and "Havok Animation - Retargeting Character" on this page?
http://www.havok.com/index.php?page=showcase

The "Havok Destruction - Project Offset" and "Havok Destruction - Interior Room" look pretty amazing as well, but it seems we have no idea at this point whether Havok Destruction is incorporated into the Creation Engine in any way.

some quotes by devs from other games that used Havok...
Spoiler


Bungie Studios
“Havok's flexibility and ease of use have made it one of our cornerstone development tools and almost a recognizable 'character' within the Halo 3 engine. Its elegance and scalability mean that it adds features and value to our engine, and yet integrates seamlessly without impacting performance.” –Eamon McKenzie, Physics Engineer, Bungie Studios

Cat Daddy
“The Havok physics engine in Carnival Games doesn't just make things look good - it's an essential part of game play. Havok's rigid body dynamics, including collision detection, allow us to build experiences for the player that are as realistic and fun as possible. Such things as bottles collapsing and falling in the Milk Bottle Throw, and bowling balls spinning and rolling in Bowler Coaster, all leverage rigid body dynamics.” –Harley How, CEO, Cat Daddy

LucasArts
“Using the Havok Physics system allows us to amp up the Force in new and unexpected ways in Star Wars: The Force Unleashed - it's an important part of our focus on simulation-based gameplay rather than relying solely on hand-animated reactions.” –Haden Blackman, Project Lead, LucasArts

Massive Entertainment
“Havok is one of the key pieces of technology which allowed us to make everything in World in Conflict dynamic and destructible. The engine's excellence in robustness and performance is paired with world class support.” –Niklas Westberg, Technical Director, Massive Entertainment

Microsoft
“Microsoft Game Studios is proud to have committed to a long term partnership with Havok. As a leading Publisher, our mission is to deliver the highest quality Xbox 360 & Windows gaming experience to our customers. There’s no question that using Havok’s technology helps MGS deliver on that goal.” –Jason Mangold, Business Manager, Microsoft Game Studios

Moving Picture Company
“Dynamic simulation is becoming an increasingly important part of our production pipeline, with directors and audiences demanding greater realism and more complex interaction. We have chosen Havok as the basis for our in-house physics system. Havok's collision system is extremely fast and stable, allowing us to simulate large numbers of objects with relative ease, making it possible to achieve results that would have been nearly impossible without it.” –Ben Cole, Software Engineer

Pandemic Studios
“Havok is an essential ingredient in what makes our games great. By consistently integrating the Behavior 5 tools across our projects, our teams are instantly empowered to take their creativity to the next level. Games like Mercenaries 2: World in Flames? and Saboteur? simply wouldn’t pack the same punch without Havok under the hood.” –Josh Resnick, Co-founder and General Manager, Pandemic Studios

Remedy
“Since we started using Havok physics, their support has been very well organized and professional and they have helped the Remedy team a lot during the physics engine integration. We have achieved a high degree of customization in a short time-frame while implementing widespread collision detection and character controllers for the game. We are very happy with the performance, too, and the integration of new features is generally easy. We are confident that Havok will save us lots of time and money further down the road. So far we are only scratching its very surface.” –Markus Stein, Remedy

Saber Interactive
“By implementing Havok Destruction, our team was able to easily and rapidly integrate large-scale destruction sequences, complex destructible objects, and events into the existing framework of our upcoming games that would have absorbed a much greater amount of development time and been nearly impossible to pull off without Havok. Since integrating Havok Destruction, Saber’s art department has dramatically reduced the cost of generating destruction related assets. By utilizing Havok’s toolset, the artists are given full control over physics and destruction properties of various in-game objects and are able to do physics setup without the help of programmers. This has reduced our interactive asset generation budget by at least 40 percent.” –Andrey Iones, Saber Interactive

Sega Studios
“Havok offers developers the foundation for creating realistic physics simulation through efficient and optimized calculations. This package allows games to simulate a lot of complexity simultaneously without a serious hit on performance, and provides a framework that’s easily adaptable to both online and offline games. This solid codebase continues to make Havok a prime choice for physics middleware across the industry. If that were all Havok offered, Havok Physics would be just another middleware choice among qualified competitors. What sets Havok apart are the layers of developer support that the company has integrated into all aspects of its product and services. Havok understands what it means to be a middleware company, and what it means for middleware to bring real value to a game’s development cycle.” –Jeremy Gordon and Michael Boccieri, Sega Studios

THQ
“As a part of our long-standing partnership with Havok, nine out of our ten internal studios, including Relic, Rainbow and Volition, are actively using Havok Physics and other Havok products in development today. We have found unique value in Havok's cross-platform physics solution, and in Havok's industry-leading support, especially in critical franchises like Saint's Row, Warhammer 40,000: Dawn of War, Red Faction, Smackdown vs. Raw, and UFC (Ultimate Fighting Championships). Given our confidence and success working with Havok over the years, we are expanding our use of Havok products in seven new multi-platform titles slated for development over the course of the next two years.” –Roy Tessler, THQ

Turbine
“By incorporating Havok technologies into our development process at Turbine, our creative teams can focus on what’s important to our players: better gameplay and rich, organic characters and worlds. Havok’s easy code integration and implementation, and its high level of customer support will provide Turbine with the tools we need to maintain the continued success of our current and future titles.” –Chris Dyl, Turbine, Inc

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Richard Thompson
 
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Post » Fri Apr 08, 2011 12:03 am

Does this mean that we will see some character animation similar to the "Havok Animation - Retargeting Blending" and "Havok Animation - Retargeting Character" on this page?
http://www.havok.com/index.php?page=showcase

The "Havok Destruction - Project Offset" and "Havok Destruction - Interior Room" look pretty amazing as well, but it seems we have no idea at this point whether Havok Destruction is incorporated into the Creation Engine in any way.

Yeah its pretty much all just speculation at this point...
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Andrew
 
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