Skyrim's physics engine?

Post » Fri Nov 19, 2010 10:54 am

How do you guys think physics have improved in Skyrim? I know that they're using Havok again (they keep going on and on about using Havok Behavior), but Havok has a number of other special features, such as Cloth.

What I want to see is characters that can equip physics-enabled equipment, like robes and cloaks that bend and blow in the wind, or shackles with chains dangling from them (we do start out in prison, after all). And of course, we NEED better hair physics. Back in oblivion, hair couldn't even be weighted to the skeleton, so long hairstyles were doomed to stick out like they were made of metal...

(Do note, I haven't actually played fallout 3, so I don't know how the physics engine improved between Oblivion and then lol...)

What do you think we'll be seeing?
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Caroline flitcroft
 
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Post » Fri Nov 19, 2010 4:35 pm

We definitely need to see cloth simulation -- and maybe for our folks at gamesas to stop being so sheepish about nudity (even partial) and sixuality in RPGs. The reality is that these games are actually a great platform for discussing mature themes, as well as advancing stories that are good for advlt audiences. (I don't mean in the sense that it'll involve gratuitous six, though).

For example, there was a mod for Morrowind that introduced a storyline arc in the vampire underworld, and it had advlt themes. Despite that, it was very, very enjoyable.

I wish I had the cojones to put up with reinstalling all the mod tools for Oblivion so I could play it again, but I keep being reminded of how difficult it is to keep a "clean game" going thanks to the complexities of managing the mods and scripts... that said, I hope Skyrim won't encounter the limitations Oblivion had with scripting.

That's even if gamesas plans on giving us a construction set for Skyrim, which is what I am hoping for. I found the Construction Set for Oblivion to be a lot more enjoyable to work with than Neverwinter Nights 2's Aurora toolset.
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Danielle Brown
 
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Post » Fri Nov 19, 2010 8:05 pm

Nkato that has almost nothing to do with the topic.



I do hope the physics are improved a lot. I want to be able to throw items at people and things and really knock them down.
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Nicole Coucopoulos
 
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Post » Fri Nov 19, 2010 12:38 pm

Well Havok does have a Destruction module, which is something a LOT of people have been asking about (destructible environments and whatnot), but that's something that if they haven't added already, it's much too late, unfortunately. We can certainly hope, though...

Personally, I'd want Cloth more than Destruction, but hey that's just me. A lot of people would want it the other way around. In an ideal universe, we'd get both...
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Queen
 
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Post » Fri Nov 19, 2010 10:21 am

That's even if gamesas plans on giving us a construction set for Skyrim, which is what I am hoping for. I found the Construction Set for Oblivion to be a lot more enjoyable to work with than Neverwinter Nights 2's Aurora toolset.


As far as I am aware, it was confirmed that the Creation Kit will be available to the community with the release of Skyrim.
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Kill Bill
 
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Post » Fri Nov 19, 2010 9:04 pm

As long as I can turn it off.
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Blaine
 
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Post » Fri Nov 19, 2010 10:54 am

You don't know? Bethesda is going to use CryEngine for the Physics (?


Now, they have to improve the physics a lot. The hairs need physics, the cloths nees physics and there must be destructible enviroments!
When you hit something, your weapon have to recognize the material what are hitting (metal, wood, water, etc.)
And, what you thing about dynamic vegitation?
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stevie trent
 
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Post » Fri Nov 19, 2010 9:01 pm

You don't know? Bethesda is going to use CryEngine for the Physics (?


Now, they have to improve the physics a lot. The hairs need physics, the cloths nees physics and there must be destructible enviroments!
When you hit something, your weapon have to recognize the material what are hitting (metal, wood, water, etc.)
And, what you thing about dynamic vegitation?


You forgot rain physics.
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Nomee
 
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Post » Fri Nov 19, 2010 5:33 pm

Looking at the screenshots, it doesn't look like they are using Cloth Physics for the hair. The hair looks to be a combination of meshes and free polygons, but they could still have some movement to them.

But definetely improved robe/cloak animations!
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Scarlet Devil
 
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Post » Sat Nov 20, 2010 1:01 am

I don't think beth is going to implement any cloth/hair physics. RPG is most important aspect of the game so they would avoid looking stupid by doing something they aren't good at.
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Oyuki Manson Lavey
 
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Post » Fri Nov 19, 2010 9:31 am

cloth physics and breakable props is all i care about, although better is better :)
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Andrew Tarango
 
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Post » Fri Nov 19, 2010 12:13 pm

I've always liked the idea of animated equipment and hair. Makes it seem more realistic, more immersive. If they did that, it would be great.
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aisha jamil
 
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Post » Fri Nov 19, 2010 4:02 pm

I don't really care for it one way or the other. Maybe in 5 years it will make a difference but I'd rather they do what they do best for now and try and implement it on a future game.
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Josh Dagreat
 
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Post » Fri Nov 19, 2010 11:59 am

Cloth physics flowing capes and no more glued robes and dresses, hair physics even made like cloth physics better then nothing, real waves at sea, rain thats not go trough solid objects, havocked items, grass like in Two Worlds 2.
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My blood
 
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