In every video game series, each new version comes out bigger and better than the last. In “Killzone 2" Guerrilla Games added more realistic in-game effects by using Houdini for fracturing, cloth simulation and terrain generation. In Killzone 3, they have again upped their game, creating more realistic environments which are both larger and more extreme.
In Game Cloth Simulations
Throughout the game the weather plays a big role. To create the sense of interaction between the weather and the environment, flags, banners and other cloth-like materials were given dynamic properties. Although the Playstation 3 is powerful enough to process a cloth simulation in real-time another approach was needed because there was already a lot of detail being calculated in a typical 1/30th of a second between frames.
Therefore a non real-time solution was chosen to give the option to tweak and maximize the dramatic character of each simulation. Houdini’s cloth dynamics was used to create separate simulations for slow wind, medium wind and fast wind for each cloth object. The game engine interpolates between the three simulations based on the wind speed at the particular position and time in the game.
But getting the cloth simulations into the game engine turned out to be a challenge since a sequence of deforming meshes or an animation channel per mesh point would take too much memory. On the other hand, the game engine is highly optimized for processing skinned meshes because of the vast amount of character animation in the game. Therefore the simulations were converted to skeletons with animating bones.
“The in game cloth effect was achieved by using Sticky Objects in Houdini to capture the motion at key positions on the cloth” says Schrijvers. “This resulted in an optimized data set which generated surprisingly good results especially since the Sticky Objects also captured rotation information.”
For cloth objects covering another object like a tank, a simple VEX operator was used to create fake collisions. The whole system was then wrapped up into a Digital Asset so that the effect could be easily repeated. The system was extended to also handle wire simulations and in the end more than fifty Houdini-made cloth objects can be found in the game ranging from flags and banners to spider webs and snapping electrical cables.
Just like Metro 2033, Metro 2033: Last Light will make use of PhysX for cloth and particle effects. Starting at 6:16 in the video interview, the developer talks about the PhysX effects and mentioned that a “huge amount of particle effects will be used” along with cloth, and fog.
" imam 580-ke u quad sli i imam 62fps u proseku - tako da je to prilican pomak u performansama" :d
popravili su jedinu zamerku koju imam za prvi deo, a to je sto moras da istrosis dosta metaka da bi ubio coveka.
At the same time, we’re making the engine work more efficiently than it ever did before. The code we’ve been showing since E3 runs around 70 FPS in 1920 x 1080 with DX11, on a single NVidia 590. More people will be able to run Last Light on significantly higher settings than Metro 2033 on the same hardware.
http://www.rockpapershotgun.com/2011/11/15/casting-light-on-metro-last-light/
i ono sto mnoge najvise zanima...
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