Physics?

Post » Wed Sep 01, 2010 7:31 pm

Warning - This post is full of boring physiology and physics stuff!


I'm fairly sure sure my level of knowledge is pretty good since I'm a teacher of historical fighting and do in-depth research on ancient warfare as part of writing RPGs and historical supplements. But I might just be a gifted amateur, who knows? :)

However, prompted by what you posted above I'll try to illustrate a few base concepts to help clear any misconceptions some people might have.

First off lets see how much Kinetic Energy is contained in some different types of weapons. I'll give the measurements in foot-pounds for the sake of American readers, but all you really need to worry about are the relative ratios.

Hunting rifle round - about 2,700
.357 Magnum handgun - about 580
Spear - 150ish (varies greatly depending on its weight)
Medieval War Arrow - roughly 100
Modern Arrow - about 60

The value for the historical arrow is an estimation since there are few intact finds of whole Medieval arrows, so the weight of the shaft is an approximation. Since warbows don't launch arrows any faster, merely allow heavier arrows to be shot, it is a fair extrapolation. Near double the weight of the arrow results in the same proportional increase in launch energy.

Now the first thing to notice is that modern projectiles from firearms have a far, far higher kinetic energy. As we can see a historical arrow (at point blank range) has about a fifth of the force of a powerful handgun bullet or nearly a thirtieth of a rifle round. Now Newton's third law in layman's terms says that every action has an equal an opposite reaction. So since firing a hunting rifle doesn't hurl you backwards, neither can its projectile do the same to the target. If a shooter stumbles its because they were firing from an unbalanced position. Likewise when the target is hit, they will likely not fall over unless they too were caught off-balance - in fact less so because the projectile would have lost a large proportion of its KE by the time it strikes. So if a rifle round cannot forcibly throw a human a single metre, there is little hope of a war arrow doing the same.

The second thing to be aware of is more technical in nature. The velocity of the projectile when it hits influences the impulse resistance of the material it strikes - i.e. the faster the projectile travels the greater the force the flesh will generate to initially slow it. Its the effect you experience when entering water; for example lowering yourself into a swimming pool is almost resistance-free, but diving into the same pool is harder because the fluid material has less time to flow out of the way. Animal tissue is the same. More interestingly the impulse resistance grows exponentially with the velocity of the projectile. Thus being shot with a bullet means your body will act more like a solid wall than if you're shot by an arrow.

That last point is important because when you say above Armour piercing arrows that punch through Plate armour would have had tremendous power its that 'punching through' bit which produces a tremendous reduction in knock-back. Arrows have excellent penetration characteristics due to their tiny cross-section profile, (relatively) heavy weight and low velocity. In effect they go deeper because they decelerate slower. Thus because energy is transferred over a longer period of time, they will inflict even less of a knock-back.

Now I'm not saying a human can't be knocked over. Any significant force applied to an extremity can apply leverage to cause loss of balance, especially on a bipedal. Being shot in the head is a classic example because almost all the force of the projectile goes into rocking the head only, and where the head tips the rest of the body tends to follow - i.e. it overbalances and falls down. Another is to be shot from the side when running in mid-step. But they are not thrown forcibly off their feet. That is a physical impossibility with the human powered weapons we are talking about.

For more visceral proof you could search the net for video clips of actual bow hunts against live deer and boars. You'll see arrows bed deep in the animal, which usually springs away in panic and pain, but is not knocked over by the impact. In fact hitting them with arrows from 160lb bows would be more likely to cause the arrow to punch completely through the body and transfer even less momentum to the animal.


Great post. Great, indeed!
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^_^
 
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Post » Wed Sep 01, 2010 6:11 pm

Very nice and detailed post, but neglects one small thing that should be mentioned. While an armor piercing arrow will dissipate its energy more gradually, causing less "shock" to the body, this happens over a fraction of a second. It really makes very little difference to the amount of "push" whether the arrow even penetrates the armor or not, because it still transfers its kinetic energy to the target. The only time that this would NOT happen is when the arrow passes completely through the target, and carries a lot of its original energy with it. Simple physics (rather than Havok "fizziks").

The amount of "pull" that the archer exerts on the arrow (and bowstring) will be divided between the bowstring and the arrow upon release. The arrow will then lose energy quickly due to friction. In simple terms, the effect of getting hit will translate to a mild-to-moderate shove, but certainly won't send you flying backwards. Concentrating that energy on a head or weapon will result in obvious movement, whereas a "center of mass" hit will probably just cause a small but noticable shift in stance (which could lead to falling over).
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Kate Norris
 
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Post » Wed Sep 01, 2010 10:55 pm

I'm fairly sure sure my level of knowledge is pretty good since I'm a teacher of historical fighting and do in-depth research on ancient warfare as part of writing RPGs and historical supplements. But I might just be a gifted amateur, who knows? :)

I would ask you to take your knowledge and facts and not darken our door again - such things aren't welcome in a proper argument. :hehe:

Seriously, though, good post - thanks. :)
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FirDaus LOVe farhana
 
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Post » Wed Sep 01, 2010 10:49 pm

One point that was overlooked is the fact that arrows are designed to pierce, not pummel.

The force of the arrow is concentrated into a small area at the tip which is thrust into soft tissue (meaning that the force will be lost slowly as it makes its way through your target). If you want a knockback effect, you need to fire a projectile that will transfer its force instantly over a large area (A car drives much more slowly than a bullet travels, but which ones throws you when it hits you?)
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Fam Mughal
 
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Post » Wed Sep 01, 2010 3:15 pm

I for one am hoping for Earth rate gravity in Skyrim, though being able to jump nearly as high as Oblivion, but no changing direction mid air.


The whole changing-of-direction-mid-air thing isn't as much of a gravity issue as it is contradicting Newton's Third law of motion. Eh. Well. I think it's the third law at least.
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James Wilson
 
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Post » Wed Sep 01, 2010 10:38 pm

Not really, the Havok Oblivion use is a later/better version than the one that Half-Life 2 use, and Half-Life 2 have better physics. It all depends on how the developers use it and implement it into the game. Physics aren't automatically good because they use Havok, PhysX or whatever, it requires a lot of finetuning for each game.

How the developer actually use the tech is far more important than what tech they use. That doesn't only matter when it comes to physics, but all kinds of aspects of the development. A game is never ever awesome just because the developers decided to use X.

Very good reply I agree with you 100%. :thumbsup:
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Danii Brown
 
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Post » Thu Sep 02, 2010 1:41 am

The whole changing-of-direction-mid-air thing isn't as much of a gravity issue as it is contradicting Newton's Third law of motion. Eh. Well. I think it's the third law at least.

For every action, there is an equal and opposite reaction?

Not seeing it, myself. I do see a world where just about everybody can perform some minor magic, though, so perhaps exerting small amounts of force on yourself really isn't that odd a concept.
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Euan
 
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Post » Wed Sep 01, 2010 1:28 pm

Its been confirmed that the game wont be using havok physics, but will be using havok animation middleware.
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Mark Churchman
 
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Post » Wed Sep 01, 2010 4:42 pm

Oblivion had some bad Physics, and i mean bad
like for example, if you were to shoot someone, they would fly back, like they just got shot with a cannon or something
or with melee, you hit someone, they flop around screaming OHHWAA!!
and magic was just the worst
and how everything was slow when they fell

i just wanted to know how this will play out in Skyrim, and will we see fishes when we kill someone???


I loved when NPC's would fly back like crazy from getting shot with arrows
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Kit Marsden
 
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Post » Thu Sep 02, 2010 12:29 am

All im hoping for is when you kill something, on the ground or in mid flight, it wont fall to the ground slower then you walk
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Nicola
 
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Post » Wed Sep 01, 2010 5:30 pm

So if Beth isn't using Havok Physic then what are they using.
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Amiee Kent
 
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Post » Wed Sep 01, 2010 6:10 pm

So if Beth isn't using Havok Physic then what are they using.


They ARE using Havok for physics. Anyone who says otherwise needs to go back and reread that line.
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Kahli St Dennis
 
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Post » Wed Sep 01, 2010 11:53 pm

Its been confirmed that the game wont be using havok physics, but will be using havok animation middleware.


Nope. They confirmed that they are using BOTH.
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Kitana Lucas
 
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Post » Wed Sep 01, 2010 11:43 pm

One of my major gripes was when you loaded a save inside of a room of your house with bookshelves, display cases, etc., all stacked with items that you worked hard to put there, and they would all come crashing through the table or whatever they rested on and end up in a huge pile on the floor.
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Jessica Stokes
 
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Post » Wed Sep 01, 2010 3:03 pm

well im glad now if you walk into someones house and tapdance on there table, they wont stand there and wacth
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Lucky Boy
 
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Post » Wed Sep 01, 2010 8:17 pm

well im glad now if you walk into someones house and tapdance on there table, they wont stand there and wacth

^This

But in all honesty, some people don't understand how difficult some of the things they want in the game are to code. I would like a realistic universe, where every npc is reactive and responsive, with their own personality, habits, problems, etc., but the fact of the matter is, unless you want this game to be delayed until 2050 and cost 8 billion dollars, some things have to be simple, and some overlooked.
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Laura Mclean
 
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Post » Wed Sep 01, 2010 8:08 pm

^This

But in all honesty, some people don't understand how difficult some of the things they want in the game are to code. I would like a realistic universe, where every npc is reactive and responsive, with their own personality, habits, problems, etc., but the fact of the matter is, unless you want this game to be delayed until 2050 and cost 8 billion dollars, some things have to be simple, and some overlooked.

its true what your saying, were going to have to deal with some bugs, but if one of them is the Physics, i will write a letter, telling them to fix it
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Milagros Osorio
 
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Post » Wed Sep 01, 2010 8:21 pm

its true what your saying, were going to have to deal with some bugs, but if one of them is the Physics, i will write a letter, telling them to fix it

Absolutely, I was speaking slightly off topic, as I have read one too many threads lately wanting npcs to be able to to think and react as humans would in every situation. Some of these people's requests would require sophisticated smart artificial intelligence with capabilities bordering on sentient, which would be worth several trillions of dollars, and would be incorporated into every other aspect of society before it even touched a video game.

But as for physics, many games succeeding Oblivion have nearly perfected natural occurrences of fallen, knocked, dropped, and thrown objects, so I have high expectations for this "new" engine.
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Danielle Brown
 
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Post » Wed Sep 01, 2010 6:20 pm

I was looking at some of the technology that havok has put out there, and my eye was caught by their Destruction System:

http://www.youtube.com/watch?v=a06hAe747Do&feature=related

Is this included in the physics that Bethesda said they were going to implement into Skyrim? or is this something that we will probebly not see? Because, frankly, thats beautiful.
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Steeeph
 
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Post » Wed Sep 01, 2010 7:47 pm

I was looking at some of the technology that havok has put out there, and my eye was caught by their Destruction System:

http://www.youtube.com/watch?v=a06hAe747Do&feature=related

Is this included in the physics that Bethesda said they were going to implement into Skyrim? or is this something that we will probebly not see? Because, frankly, thats beautiful.


I would suspect not because the system demoed was Havok Destruction. So far we've only heard Havok Physics and Havok Behavior. So the destruction system is probably a separate entity.
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joeK
 
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Post » Wed Sep 01, 2010 10:07 pm

I agree, there's no excuse for that, I don't even see how it would be hard to fix, you just need a collision mesh that isn't larger than the visible model of the object.


Actually this is mostly to do with the havok params, rather than the collision shape in most circumstances in OB and F3. I know because I have changed them, and helped accidently figure out some ways around this. Hugepinball and I worked out a few tricks to get realistic physics on the pool balls and them rolling on the table perfectly, and how to get them to collide off the bunkers correctly, rack them in the triangle etc. try that with the vanilla pool balls :D

but yeah the collision shapes could be tighter for sure. but that wouldn't matter much if things still have the bounds issue.

Animations are not really an engine issue, though, they're more a problem with the animators not doing a good job. And while the physics are a problem with the engine, it's the version of Havok Physics that Bethesda used that's too blame, not a problem with Gamebryo, which is just used for graphics rendering.

For the record, havok physics is great. really. it's BGS implimentation of that and the params they export with that make the objects act the way they do. the engine is the shizzle. it's basically the same as reactor afaik. Aslo name one game you DO like the physics in... chances are that is also havok :icecream:

But yes, the physics could certainly be a lot better, I mean, Oblivion's physics were a very major improvement over Morrowind, since they actually existed, but they still need improving. Objects often seemed to lack friction and things seemed to fall too slowly, and in some cases, the force on things was overdone, just look at how objects have a tendency to fly off tables from even a minor touch, I mean, yes, it makes sense that bumping into something can knock it down, but in real life, things on tables or shelves don't tend to go flying the moment you come in contact with them
. that is all to do with settings used. the engine is more than capable to have realistic mass, friction, fall rates, there are many options for this, and they are all available in game to be messed with.


One of my major gripes was when you loaded a save inside of a room of your house with bookshelves, display cases, etc., all stacked with items that you worked hard to put there, and they would all come crashing through the table or whatever they rested on and end up in a huge pile on the floor.

this can be fixed with uber mod powerz. You have to edit the havok params in the mesh objects. off hand I believe solver deactivation set to medium or something will help combat this. however most objects in game were set to none i think, because it is a performance hit on the cpu.. and we all know Ob is very cpu limited. so that's not so surprising.
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JAY
 
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Post » Wed Sep 01, 2010 2:24 pm

They ARE using Havok for physics. Anyone who says otherwise needs to go back and reread that line.


Nope. They confirmed that they are using BOTH.

Haha, I interpreted it like SupahDonkeh too. "We're not just using their physics this time.", this sentence can have a double meaning, one being negative in my language. I would use "only"[not one] which would point a secondary thing but using "just" has a "sorry just not this time" meaning, at least in my native language.
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Bryanna Vacchiano
 
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Post » Wed Sep 01, 2010 10:40 am

if there putting in the destructive thing, i would love that
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Dan Wright
 
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Post » Wed Sep 01, 2010 4:41 pm

I found Oblivion's physics to be amazing. Most games then did not have nearly that level of physics. I don't care if it was wonky sometimes, I was blown away. Everything must be perfect nowadays or it's judged to be terrible?

Haha, I interpreted it like SupahDonkeh too. "We're not just using their physics this time.", this sentence can have a double meaning, one being negative in my language. I would use "only"[not one] which would point a secondary thing but using "just" has a "sorry just not this time" meaning, at least in my native language.

It's not just your native language. I'm only fluent in English and that line confused me too. I took it to mean they are using a different physics engine other than Havok as well.
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Tiffany Holmes
 
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Post » Wed Sep 01, 2010 1:09 pm

I found Oblivion's physics to be amazing. Most games then did not have nearly that level of physics. I don't care if it was wonky sometimes, I was blown away. Everything must be perfect nowadays or it's judged to be terrible?


It's not just your native language. I'm only fluent in English and that line confused me too. I took it to mean they are using a different physics engine other than Havok as well.


Son, are you high?
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Marina Leigh
 
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