What im curious about, is how would it deal with large scale destruction.
I.E a floor gives out and the supports drop, would the floors about it crash down, taking the whole building with it? or would it just doo the typical bounce off the grounded section and fall on the side, collapsing? If they mentioned this in the video, i suppose i missed it
I was caught a bit off guard when he started firing the gun like a madman. I didn't even really notice he had a gun until then. Man, I to pay more attention.
Are the buildings THEMSELFS destructible, or just the interior?
So if I completely BOMB the inside of a sky scraper,and I mean ANNIHILATE to the point where there is NOTHING left on the inside, the exterior of the building will be fine?
I'm not doubting this project and I encourage you to find a solution to the above problem.
Yeah, the "destructiveness" and graphical quality may not be the best, but that's not the point of the video. You see, that's just stuff that can be added later on. With this tool, game developers can focus on really important areas or features of the game and still have amazing secondary scenery.
not sure about this, how do they add variation? i see little in this video
real citys have specfic parts, china town, finacial district, factory estates, suburbs, ports and specific buildings, banks, museums, small buisnesses.
i can't see how you can build a city without artists creating specific assets for it and not make your game look very generic.
Another step closer for a perfect sandbox style reality without loading screens, but with realistic physics and realistic destruction... Grand Theft Auto Unlimited ?!
Anyway this is my dream game = "our reality" in a virtual reality.
Wow, I was impressed seeing that every building was explorable, and then EVERYTHING IS DESTRUCTABLE. I can't wait to see where this kind of software is in 10 years.
@SverrirMD one thing I seemed to notice was that the buildings weren't entirely destructable, I couldn't see any point where the floor or ceiling was damaged (though they come close at one point by blowing away a stairwell). I wonder if that's an imposed limitation of the technology to keep the physics simulation from getting too complex.
I'm just wondering how it deals with the persistent destruction since it has to register the rooms that you've visited (otherwise it wouldn't look like the same room) and the destruction you've caused. A way to do so is possible, however the amount of data required to store in the memory is maybe too much. Perhaps some database storage of said data and reading said data when the lazy loading points out the necessity to?
I think is what Crysis 2 is going to have since Crysis is going to be based in a city and the gun looks like something from Crysis. And at the credits it says created by Marco Corbetta, who works at crytek :D
Interesting and very cool but also (imo) artistically lazy. Hopefully any developers that may consider implementing this tech for gaming (or more specifically, their artists) can come up with more than 6-10 unique structure models along with the various interior stuffs such as the chairs, books, etc; as once you've seen all the "set pieces" the entire world turns into a boring copy/paste (in the eyes of the player).
I like how the computer blew the fuck up when he shot it, like it was powered by gun powder or something lol. Kick ass tech demo, can't wait for someone to take the tech and put it a game.
Impressive! But what is saved into data files and what is calculated? Do you generate the city procedurally and then save it to file or do you generate it while the character move? The code can be downloaded from somewhere?
Rumours of having this in Crysis 2 (which is to be entirely in urban envireonments) has me all giddy.
Procedurally generated interiors with no holes barred in a game with the scale and scope of game made by CryTek?
They always gave a huge level of freedom before but this would just be unprecedented, especially with CryTek's love for realistic physics and physical interaction between all objects.
They'd likely take structural integrity of the buildings into account too.
If it was just simply hyper hashing/collision tree techniques, what was the barrier to anyone performing this feat beforehand?
Or has a new simple, effective hash algo been discovered? If so, to be honest, i'm surprised at the gains we can achieve if we can keep all the theoretical mathematicians hammering at hashing functions. =P
Omg I just thought, imagine Elder Scrolls V with this. Oblivion was amazing as it was but with this...My god imagine the possibilites. Going into a house, everythings random, even the owner of the house... It might be a bit over the top, but it'd be amazing for everyone to have an entirely different experience from the same game.
@MaxGame00 Already done.... in 1996 and 1994, with arena and daggerfall.
( Elder scrolls 1 and 2 ) But there's a problem.... In the elder scrolls, y'oure supposed to speak to evey people you encounter, and people and dialgoues can't be generated. There were a quest generator, but quests were always the same....
Just letting everyone know, at the start of the video it says version 0.1. So just to get a VERY approximate idea, times what you see here by 10. Good phyics, good graphics, good animation and huge building and imagine the possibilities. What we've witnessed here is the future of video games...
scale down the size and scope of the city and increase the objects. walls dont come apart that easily and in big ass pieces like that.
now the idea is still very cool. like saaaayyy a giant monster fighting game. the building destruction including interiors would be amazingly fun the way it is now!
This is interesting, but it's not useful for games as-is. It doesn't matter that you can generate an entire city if everything looks similarly sterile and neat. The player would feel as though he is walking around in a 'city for sale'.
If developers could extend the system to account for the wide variations in neatness and cleanness that exists in urban environments, then this would be really awesome. It'd be pretty damn challenging to get right, though!
Amazing. This is something I've been waiting for in games for a while now. No locked doors, and if they are locked I can blow them up and enter anyway!!!
I don't care if a thing like that comes in GTA. But in a game like crysis, that's pretty cool, because you can probably throw pieces of wall at an enemy, or destroy a building while he is inside....
I don't think shooting at walls will destroy them like, that but I know this is just a demo. im hoping the final product will be more realistic? no complaints though as this is the most lifelike-realistic 3d city i have ever seen and the new technology with generating random interiors is amazing.
this had to be the standr of the "open world game " 3 or 5 years ago , i bet that it dosent consum much ram , and i bet that the programers are lazy asses to dont add this almost GTA4 was a must to have something like this, well i hope i can play something like mercenarios whit a world like this cause GTA4 was a disapoinment nothing new for the genre a genre that he create
@Shinkada Right you are! After all, PROGRAMMERS made this demo, not artists. This is really just.... amazing, it really hits the nail on the head. The "Closed Door Syndrome" is a killer in any free-roam open world game.
We had better real time Booleans in red faction 1 almost ten years ago.. And that was on the ps2... scaled to ammo type. So a bullet would make a small hole not split a refrigerator in two. And you could build tunnels with the rocket launcher. Only problem was pathfinding AI out of holes..
The dynamic objects don't even shatter realistically. You could plug that door for 10 minutes and it won't break, just fall down. Games can already make that wood splinter like it does in real life and shatter with such unpredictability it won't break the same place twice.
Yeah exploring everything and shooting everything is cool but not if you're taking a big step backwards at the same time.
This sounds nice, but is pretty gimmicky and the novelty of being to go ANYWHERE would run out quickly. All these program generated interiors would end up looking generic and bland. Unless theres any purpose or the game design requires you to go everywhere fine. There has to be a purpose to explore otherwise whats the point of building these worlds where you can go anywhere?
This comment has received too many negative votesshow
The line on 1:14 "Imagine how real a game would feel if the player knew that something always existed on the other side of a door or window" made me thinking "Imagine how real your life would feel if you'd knew that something always existed on the other side of a door or window"
When will we grow up? My personal believe is that games are the same kind of illusion that god is.
i know some people dont like exploring games but the point is you could have a game setting option that people could set ,ie generate realistic world or small sandbox world,like draw distance etc but in this case it decides how big the world is,could even gave settings like stream real data from google in order to add the procedural generation,settings like natal,sony motion,or standard controller,ah the future for gaming is bright people :D!!! get ready as it coming soon!
here is me hoping than R* use this system ( or a better one) in the futures GTA tittles, just imagine how much FUN you can get from this + a game like GTA :DD
ha, they say syndrom of locked doors. no, it's syndrom of fake doors. locked doors would mean there is a way to open tehm and see interior(and it's unrealistic to have all doors unlocked like in this project).
You are missing the point, they are simply demoing the fact that all other games that are done today are created using "Canned" assets, and everything is placed by hand.
This system is procedural (kinda like the type of tech used in Spore), this means the computer decides where to put chair.x, and fridge.y, it takes a lot of the development time of a game out of the picture, and allows for the world to be completely open.
Plus, with this system you could just shoot the door down!
Those who aren't impressed are probably just looking at the low polygon graphics and poor physics. Probably, is the same people who thinks MW2 is the best game of all time.
@augustofretes They also probably don't think about including that in a game like crysis... And i don't think there will be low polygons graphics in crysis 2 ( but about the physics... if it's the same that in the first one... it would suck. That's the only game in which I made a car flying by throwing a chicken on it.... )
It will probably be awesome. There's a trailer on crysis 2 / cryengine 3 which have been released today. We can see some improvments in crysis 2, and a little bit of this.
@Le457 this tech demo runs of physx i never said it was 'the best' but using physx has benefits like gpu acceleration for complex interaction. however this could also be achieved via OpenCL
@augustofretes very impressive, the fact that were actually moving past the locked door syndrome is an astonishing feet in itself aside from the physics, i mean you throw meybe the havok physics system that rockstar has on top of this kind of game and you'll make the perfect FPS game, you could make the perfect zombie game, you could make games fun, this is a feet in history of computer arts and graphics and virtual physics, anyone who dosent think so dosent know shit about computers or games.
This comment has received too many negative votesshow
Im actually not that impressed with this
if you have battle field 2 you might have played project reality.
my computer's graphics card is pretty low end, and it can play that mod pretty well, and that mod is actually pretty huge.
most of the buildings have fully inside areas like this minus the doors and destruction
the main reason why developers dont like to do this is because they dont want the players to get side tracked, and also they're just too lazy put all that stuff in
these buildings aren't even falling down in this demo though
and also no one would even be able to run
theres crysis videos of buildings falling down and they're all pre-rendered
and besides buildings don't fall like they did in 9/11, you have to have a real understanding of architectural weak points to actually make a building fall
thats why they're many cases where demolitions fail and the buildings are still standing
well that's if you want to be realistic that is :)
Y0CL your missing the point, its a tech demo there showing what can be done, obviously if any developers used it in a game would modify the strength of the walls to not just fall down when u shot it with a 5.56mm.
Great thing! However it still needs improvements. And people should realize that this is only atech demo eith version number 0.1... so i hope it is far from the final 1.0
Nice, but the demoer certainly took pains to only shoot interior walls. And shelves with books are not exactly the best thing to show breaking in 4 big pieces ;)
nice tech demo, though i would like to see the ceiling and floors destructible too, this could work well if they add in some of the Red Faction Guerilla tech, though i doubt the two could work with the stress points having to be generated in :P
I hope Rockstar takes a note of this... I just don't like the destruction because it looks unreal. That gun in real life couldn't bring down a large concrete wall in 5seconds...
youre completely missing the point to this video too. its a tech demo, NOT a game. the gun model is completely irrelevant. they are just showing what the damage CAN be like. if this was a game then obviously it would be things like c4 and grenade launchers doing this kind of damage.
because like ive already said "the gun model is completely irrelevant. they are just showing what the damage CAN be like." PLEASE learn to read WHOLE comments instead of just flicking through them. the look of the damage is also irrelevant. and yes, randomly generating interiors IS most impressive thing about this tech demo...you know why? because thats the whole point of it! NOT to show different weapons, nice graphics, bullet holes, smoke, particle effects ect ect.
"Simple as that", eh? Wherever you put effort, something else in the game has to give to accommodate that extra attention (even using this Structure system). If everyone implemented your simple solution, games in general would be worse off, even if some would benefit. That's not even considering how letting you enter every building could clash with the game's design. Sometimes, confining the player reduces confusion/frustration, and could actually make it more fun.
This comment has received too many negative votesshow
Learn to form sentences; sentence structure is important if you wish to convey a message without looking like a retarded 6 year old. I suggest you use more semi-colons and fewer of commas.
Please use this to make a Red Faction: Guerilla sequel so i can get the bad taste of Red Faction: Armageddon out of my mouth
Superabound2 1 month ago
Did anyone notice that the exterior walls inside the building are not destructible?
thopol 5 months ago
@thopol Neither are the floors it seems, but then again if they were, logically the whole building would have to be destructible.
Unclevertitle 5 months ago
too bad we can't trespass into other people's property carrying a gas operated,assault rifle.
Javooniz 6 months ago
Where can I download this demo? I just want to explore!
flarn2006 8 months ago
wow...
swede6666 8 months ago
Imagine this game as an open-world zombie apocalypse FPS. That would be fantastic.
Munchy365 8 months ago
What im curious about, is how would it deal with large scale destruction.
I.E a floor gives out and the supports drop, would the floors about it crash down, taking the whole building with it? or would it just doo the typical bounce off the grounded section and fall on the side, collapsing? If they mentioned this in the video, i suppose i missed it
69soldier 9 months ago
I was about two minutes in when I realized that my jaw was still dropped XD
snyprwlf47 10 months ago
Take this tech-demo and add more guns, people, cars to it, I´d buy it!
tomtenalle 10 months ago
I love the fact that with this you could have a entire open world city, along with interiors of the houses. That would be amazing in the next GTA.
Also, such low computer requirements is pretty amazing.
ProductiveADD 10 months ago 4
Wow.
I was caught a bit off guard when he started firing the gun like a madman. I didn't even really notice he had a gun until then. Man, I to pay more attention.
DarkZayro 1 year ago
Are the buildings THEMSELFS destructible, or just the interior?
So if I completely BOMB the inside of a sky scraper,and I mean ANNIHILATE to the point where there is NOTHING left on the inside, the exterior of the building will be fine?
I'm not doubting this project and I encourage you to find a solution to the above problem.
Cheers.
skittles2420 1 year ago 3
Put zombies in it and I will actually jizz in my pants.
Turok456789 1 year ago
@Turok456789 You and I are alike. You are my brother.
ElMisionero96 9 months ago
I approve of this system
lucaspepa 1 year ago
DO WANT!
badkluster 1 year ago
Does anybody know where to get this tech demo?
Prospekt0r 1 year ago
Bullets should make bullet holes. If you want to bring down walls, use a grenade launcher. Otherwise, a very impressive demo.
AllYourBase420 1 year ago
procedural construction plus havok destruction plus urban zombie game with a few static paths, but endless, dangerous city everywhere else...
197022007 1 year ago
Yeah, the "destructiveness" and graphical quality may not be the best, but that's not the point of the video. You see, that's just stuff that can be added later on. With this tool, game developers can focus on really important areas or features of the game and still have amazing secondary scenery.
Maracachucho 1 year ago
Throw grenade in room
Entire building comes down
MsTinkerer 1 year ago
This will never happem as long as PC gaming is set back by consoles
PS4 and Xbox360 must have a 16GB ram in order for this to happen
petar4onachev 1 year ago
Very impressive!!
3dSorcery 1 year ago
cute engine. shit content. try getting this working in multiplayer with half decent draw distances and full length collision casts.
DarkTripYT 1 year ago
@DarkTripYT Do you even understand what you said?
joebeard 1 year ago
@DarkTripYT probably meant for singleplayer.
check out what minecraft has done, it's the first step to getting procedurally generated buildings in game.
digital molecular matter however, is a different story.
NakedCreep 8 months ago
@NakedCreep *in multiplayer, minecraft isn't the first to have procedurally generated terrain in singleplayer
NakedCreep 8 months ago
@NakedCreep lol procedurally generated content was alive and well in the early 90s, you just dont know enough about the history of cg and vg
DarkTripYT 8 months ago
@DarkTripYT lol you didn't read my other comment
NakedCreep 8 months ago
What about destructable buildings?
AmINotAllowedOrSomet 1 year ago
not sure about this, how do they add variation? i see little in this video
real citys have specfic parts, china town, finacial district, factory estates, suburbs, ports and specific buildings, banks, museums, small buisnesses.
i can't see how you can build a city without artists creating specific assets for it and not make your game look very generic.
arkatub 1 year ago
Now this is evolution of technology !
Another step closer for a perfect sandbox style reality without loading screens, but with realistic physics and realistic destruction... Grand Theft Auto Unlimited ?!
Anyway this is my dream game = "our reality" in a virtual reality.
EngrainedPhilosopher 1 year ago
Is this being used in any game right now?
Flackon 1 year ago
So who wants to bet that Duke Nukem Forever is going to be ported on to this engine only to be put on something else in 20 years?
ThousFace 1 year ago
Someone knows where to get this engine?
matiss009 1 year ago
Wow, I was impressed seeing that every building was explorable, and then EVERYTHING IS DESTRUCTABLE. I can't wait to see where this kind of software is in 10 years.
SverrirMD 1 year ago 2
@SverrirMD one thing I seemed to notice was that the buildings weren't entirely destructable, I couldn't see any point where the floor or ceiling was damaged (though they come close at one point by blowing away a stairwell). I wonder if that's an imposed limitation of the technology to keep the physics simulation from getting too complex.
joebeard 1 year ago
I'm just wondering how it deals with the persistent destruction since it has to register the rooms that you've visited (otherwise it wouldn't look like the same room) and the destruction you've caused. A way to do so is possible, however the amount of data required to store in the memory is maybe too much. Perhaps some database storage of said data and reading said data when the lazy loading points out the necessity to?
xrinkz 1 year ago 3
@xrinkz Being procedurally generated, wouldn't it simply be a matter of remembering the inputs for the generation?
fanboyhater 1 year ago
Nice!!!! this will hopefully lead to a lot of truely open world games. ;)
AZZA404 1 year ago
If we get to see Crysis 2 gameplay that looks like this at E3.. then
DROOOOOOOOOOOL!!!!!!!!!
AdamWeith 1 year ago
It's not a game demo, it's just a tech demo, guys. It's amazing, and once the designers will work on the textures, it's gonna be impressive.
ghune 1 year ago
I think is what Crysis 2 is going to have since Crysis is going to be based in a city and the gun looks like something from Crysis. And at the credits it says created by Marco Corbetta, who works at crytek :D
Zip1223 1 year ago
I think I came when he leveled the whole apartment floor with gunfire.
Daithiwolf 1 year ago
Ya I think the graphics are not that great but the idea is amazing.
Zer0OZero 1 year ago
Holy fucking shit. This will revolutionize sand-box games
PotataMan 1 year ago
This... I want this in all games... GTA 5... gimme gimme :D Awesome tech demo!
henriksultan 1 year ago
Damn, that is fucking amazing.
marco161091 1 year ago
Interesting and very cool but also (imo) artistically lazy. Hopefully any developers that may consider implementing this tech for gaming (or more specifically, their artists) can come up with more than 6-10 unique structure models along with the various interior stuffs such as the chairs, books, etc; as once you've seen all the "set pieces" the entire world turns into a boring copy/paste (in the eyes of the player).
phaz0rArray 1 year ago
I like how the computer blew the fuck up when he shot it, like it was powered by gun powder or something lol. Kick ass tech demo, can't wait for someone to take the tech and put it a game.
shitcock86 1 year ago
Oh man, if only some lowly game designer wanted to port Grand Theft Auto 3 to use something like that and make millions of dollars....
Whobroughtcake 1 year ago
I would just like a screensaver that endlessly generates a city.
entrancendental 1 year ago
i was like, pretty nice.... then.. HOLY SHIT!!!
Fishfish458 1 year ago
I'm imagining this is Gmod Roleplay. Holsy shit.
agentnumalol 1 year ago
they should make a game with this where you are godzilla. i would never stop playing it. never
OHSNAPITSHITLER 1 year ago
Impressive! But what is saved into data files and what is calculated? Do you generate the city procedurally and then save it to file or do you generate it while the character move? The code can be downloaded from somewhere?
JHAx86 1 year ago
I just witnessed glory.
Rumours of having this in Crysis 2 (which is to be entirely in urban envireonments) has me all giddy.
Procedurally generated interiors with no holes barred in a game with the scale and scope of game made by CryTek?
They always gave a huge level of freedom before but this would just be unprecedented, especially with CryTek's love for realistic physics and physical interaction between all objects.
They'd likely take structural integrity of the buildings into account too.
TheAngeredOne 1 year ago
I jizzed. In my pants, to that effect.
RoundenBrown 1 year ago
Impresionante !!!
Minimalacoo 1 year ago
If it was just simply hyper hashing/collision tree techniques, what was the barrier to anyone performing this feat beforehand?
Or has a new simple, effective hash algo been discovered? If so, to be honest, i'm surprised at the gains we can achieve if we can keep all the theoretical mathematicians hammering at hashing functions. =P
cardinal4 1 year ago
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jurisnake8 1 year ago
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jurisnake8 1 year ago
Omg I just thought, imagine Elder Scrolls V with this. Oblivion was amazing as it was but with this...My god imagine the possibilites. Going into a house, everythings random, even the owner of the house... It might be a bit over the top, but it'd be amazing for everyone to have an entirely different experience from the same game.
MaxGame00 1 year ago
@MaxGame00 Already done.... in 1996 and 1994, with arena and daggerfall.
( Elder scrolls 1 and 2 ) But there's a problem.... In the elder scrolls, y'oure supposed to speak to evey people you encounter, and people and dialgoues can't be generated. There were a quest generator, but quests were always the same....
Le457 1 year ago
Omg this is incredible.
Just letting everyone know, at the start of the video it says version 0.1. So just to get a VERY approximate idea, times what you see here by 10. Good phyics, good graphics, good animation and huge building and imagine the possibilities. What we've witnessed here is the future of video games...
MaxGame00 1 year ago
scale down the size and scope of the city and increase the objects. walls dont come apart that easily and in big ass pieces like that.
now the idea is still very cool. like saaaayyy a giant monster fighting game. the building destruction including interiors would be amazingly fun the way it is now!
brandnewkirk 1 year ago
Comment removed
jurisnake8 1 year ago
Doors, Windows, Walls, and Furniture can be destroyed easily.
Ceiling and Floors can't be broken.
What the fuck, guys?
Syke1337 1 year ago
This is interesting, but it's not useful for games as-is. It doesn't matter that you can generate an entire city if everything looks similarly sterile and neat. The player would feel as though he is walking around in a 'city for sale'.
If developers could extend the system to account for the wide variations in neatness and cleanness that exists in urban environments, then this would be really awesome. It'd be pretty damn challenging to get right, though!
KonigRodskjegg 1 year ago 2
Arbitrary. Creating mazes of rooms and buildings would be amazing for multiplayer, even if they all look the same.
Tancuras 1 year ago 2
Amazing. This is something I've been waiting for in games for a while now. No locked doors, and if they are locked I can blow them up and enter anyway!!!
azvin 1 year ago
I don't care if a thing like that comes in GTA. But in a game like crysis, that's pretty cool, because you can probably throw pieces of wall at an enemy, or destroy a building while he is inside....
Le457 1 year ago
Imagine a team deathmatch in a entire city :O
nicoco410 1 year ago
I don't think shooting at walls will destroy them like, that but I know this is just a demo. im hoping the final product will be more realistic? no complaints though as this is the most lifelike-realistic 3d city i have ever seen and the new technology with generating random interiors is amazing.
duysmith 1 year ago
I think they just upped bullet damage so it would be easier and take less time to destroy for demo purposes
kvelmusic 1 year ago
That`s really cool!
AntonYego 1 year ago
don't look at the textures but look at the technology used... (it will be used for Crysis 2) Now it's sure!
ale0bello0pr 2 years ago
this had to be the standr of the "open world game " 3 or 5 years ago , i bet that it dosent consum much ram , and i bet that the programers are lazy asses to dont add this almost GTA4 was a must to have something like this, well i hope i can play something like mercenarios whit a world like this cause GTA4 was a disapoinment nothing new for the genre a genre that he create
P.D. yes bad english sorry
Ralkila 2 years ago
@Ralkila yeah this in GTAIV would be god
Intosia 2 years ago
Comment removed
Zip1223 2 years ago
Looks cool, i could see in 5 years we will be playing games that are current environment of major cities
eaglesrockbooya 2 years ago 2
Powerful gun...
ShadowXRougeXEver 2 years ago
To all the morons saying ZMG THIS IS UGLY and THE PHYSICS AREN'T RIGHT and IT DOESN'T BREAK PROPERLY...
No fucking shit. This is a tech demo. It's not meant to be from a game. It's not meant to be an engine. It's a goddamn methodology.
So stfu because you've just witnessed something amazing.
Shinkada 2 years ago 151
This comment has received too many negative votes show
i still find this awfull
VooDooEf 2 years ago
Just cause you can't understand what you are actually looking at.
You are looking at the graphics and are missing the point, which is the tech.
TucoBenedictoRex 2 years ago
@Shinkada Right you are! After all, PROGRAMMERS made this demo, not artists. This is really just.... amazing, it really hits the nail on the head. The "Closed Door Syndrome" is a killer in any free-roam open world game.
Brightgalrs 1 year ago 10
Now shoot the outside of the building and the windows.
Bomb29 2 years ago
My question is: Why always with a gun?
slk021 2 years ago 3
Would this work with unity?
AxelLeJeff 2 years ago
We had better real time Booleans in red faction 1 almost ten years ago.. And that was on the ps2... scaled to ammo type. So a bullet would make a small hole not split a refrigerator in two. And you could build tunnels with the rocket launcher. Only problem was pathfinding AI out of holes..
brutikong 2 years ago
The dynamic objects don't even shatter realistically. You could plug that door for 10 minutes and it won't break, just fall down. Games can already make that wood splinter like it does in real life and shatter with such unpredictability it won't break the same place twice.
Yeah exploring everything and shooting everything is cool but not if you're taking a big step backwards at the same time.
murphy3162 2 years ago
This sounds nice, but is pretty gimmicky and the novelty of being to go ANYWHERE would run out quickly. All these program generated interiors would end up looking generic and bland. Unless theres any purpose or the game design requires you to go everywhere fine. There has to be a purpose to explore otherwise whats the point of building these worlds where you can go anywhere?
dickmoe99 2 years ago
Woah, EGLM? Someone is a military buff...
globalforce 2 years ago
Perfect for a Daggerfall remake!
redbaron1985 2 years ago
@redbaron1985
Yes, probably... but... what about the quest generator? ^_^
Le457 1 year ago
This comment has received too many negative votes show
The line on 1:14 "Imagine how real a game would feel if the player knew that something always existed on the other side of a door or window" made me thinking "Imagine how real your life would feel if you'd knew that something always existed on the other side of a door or window"
When will we grow up? My personal believe is that games are the same kind of illusion that god is.
masteranza 2 years ago
You sir, are and idiot :)
ScruffyGit 2 years ago
i know some people dont like exploring games but the point is you could have a game setting option that people could set ,ie generate realistic world or small sandbox world,like draw distance etc but in this case it decides how big the world is,could even gave settings like stream real data from google in order to add the procedural generation,settings like natal,sony motion,or standard controller,ah the future for gaming is bright people :D!!! get ready as it coming soon!
n1hmrd 2 years ago
This comment has received too many negative votes show
How old this crap?
And what about Battlefield:Bad Company (+ coming sequel)?
Да-да, Анкл проталкивает постельную компанию везде.
UncleGordon1978 2 years ago
@UncleGordon1978 you dont know what you are talking about, at all.
mat967 1 year ago
here is me hoping than R* use this system ( or a better one) in the futures GTA tittles, just imagine how much FUN you can get from this + a game like GTA :DD
play8034 2 years ago
ha, they say syndrom of locked doors. no, it's syndrom of fake doors. locked doors would mean there is a way to open tehm and see interior(and it's unrealistic to have all doors unlocked like in this project).
635574 2 years ago
You are missing the point, they are simply demoing the fact that all other games that are done today are created using "Canned" assets, and everything is placed by hand.
This system is procedural (kinda like the type of tech used in Spore), this means the computer decides where to put chair.x, and fridge.y, it takes a lot of the development time of a game out of the picture, and allows for the world to be completely open.
Plus, with this system you could just shoot the door down!
somatika 2 years ago
Those who aren't impressed are probably just looking at the low polygon graphics and poor physics. Probably, is the same people who thinks MW2 is the best game of all time.
As a tech demo, it was impressive.
augustofretes 2 years ago 80
exactly
TimSAksu 2 years ago 2
@augustofretes
you're the only intelligent post i have read under this video, and i read (in total) 20 or 25 comments/replies.
I was really sad reading them, at least one was good. The video was interesting.
rogermorsee 2 years ago 12
@augustofretes They also probably don't think about including that in a game like crysis... And i don't think there will be low polygons graphics in crysis 2 ( but about the physics... if it's the same that in the first one... it would suck. That's the only game in which I made a car flying by throwing a chicken on it.... )
Le457 1 year ago
well if they use this it runs on physX which is a different physics engine and best of all it will be hardware accelerated :)
noobdeagle 1 year ago
@noobdeagle
It will probably be awesome. There's a trailer on crysis 2 / cryengine 3 which have been released today. We can see some improvments in crysis 2, and a little bit of this.
Le457 1 year ago
@noobdeagle PhysX is crap.
Le457 1 year ago
@Le457 this tech demo runs of physx i never said it was 'the best' but using physx has benefits like gpu acceleration for complex interaction. however this could also be achieved via OpenCL
noobdeagle 1 year ago
@augustofretes very impressive, the fact that were actually moving past the locked door syndrome is an astonishing feet in itself aside from the physics, i mean you throw meybe the havok physics system that rockstar has on top of this kind of game and you'll make the perfect FPS game, you could make the perfect zombie game, you could make games fun, this is a feet in history of computer arts and graphics and virtual physics, anyone who dosent think so dosent know shit about computers or games.
eveilslayer 1 year ago
@augustofretes i agree..i wish they would release this tech demo to the public though.i wouldnt mind playing it for awhile
thevamp25 1 year ago
Comment removed
raikoh05 2 years ago
am i right ?
liquidcrystal10000 2 years ago
the trick is "everything is in the partial cube" in my opinion" quite good in this primitive computer times but not impressive :)
liquidcrystal10000 2 years ago
This comment has received too many negative votes show
Im actually not that impressed with this
if you have battle field 2 you might have played project reality.
my computer's graphics card is pretty low end, and it can play that mod pretty well, and that mod is actually pretty huge.
most of the buildings have fully inside areas like this minus the doors and destruction
the main reason why developers dont like to do this is because they dont want the players to get side tracked, and also they're just too lazy put all that stuff in
yellowfellow 2 years ago
ya but for a game like GTA it would be nice for a mission generator. Having hundreds of rooms to place NPCs and objectives.
SilentKiller01 2 years ago 2
i was surprised gta didn't have this considering how many polygons you can get on ps3 and xbox 360
but something else you have to notice is the hight of all of these buildings
they're all only like 10 stories each when cities like newyork have 100 story buildings right next to each other
yellowfellow 2 years ago
They're both weak today.
4-5 year old GPU's = slow.
JKClips 2 years ago
considering 9/11, i would doubt that there would be 100 story buildings
counterOWN 2 years ago
these buildings aren't even falling down in this demo though
and also no one would even be able to run
theres crysis videos of buildings falling down and they're all pre-rendered
and besides buildings don't fall like they did in 9/11, you have to have a real understanding of architectural weak points to actually make a building fall
thats why they're many cases where demolitions fail and the buildings are still standing
well that's if you want to be realistic that is :)
yellowfellow 2 years ago
@yellowfellow way to turn your comment into a 9/11 conspiracy thing
gabman6 1 year ago
@gabman6 actually counterown did
yellowfellow 1 year ago
@yellowfellow well, i redirect my comment to counterown.
gabman6 1 year ago
Y0CL your missing the point, its a tech demo there showing what can be done, obviously if any developers used it in a game would modify the strength of the walls to not just fall down when u shot it with a 5.56mm.
HannsCaldari 2 years ago
CryEngine + This = Amazing city
Amazing city + MAGs player capasite (256) = DAMN GOOD WAR GAME
ReUploadedAgain 2 years ago 7
When Crysis 2 get mod tools for the PC version it would be easy to encrease the maximum players in multiplayer to 256.
Supergurke 2 years ago
@Supergurke
What about lag, and optimization?
Le457 1 year ago
= Battlefield 2?
AmmosPheonix 2 years ago
agree. probably wont ever happen tho
SilentKiller01 2 years ago
Great thing! However it still needs improvements. And people should realize that this is only atech demo eith version number 0.1... so i hope it is far from the final 1.0
davidbugyi 2 years ago
dude this is incredible technology... when is this going to get implemented into video games?
Vyktar2k1o 2 years ago
@Vyktar2k1o
It's cryteck, no?
So it would probably be in crysis 2 which is coming in... uh... in 2010.
Le457 1 year ago
Wow...
Snak3inAB0X 2 years ago
This comment has received too many negative votes show
What are these walls made of? Paper?
And the reflections on the windows are unrealistic.
Y0CL 2 years ago
Completely missing the point of the demo... *sigh*
DuelistXI 2 years ago
Its just a demo. Give this to Crytek and they can implement it in anyway they want. Making it as realistic as they want.
This would have just been done to reduce development time but to show how it works
Evostance 2 years ago
a dream comes true. fully explorable cities.
i rather explore than rush through a game, would be a waste of money and efford.
BeaverStudios 2 years ago
Yeah it looks like puzzle pieces fallen apart..........
brickster42 2 years ago
the walls look like puzzle pieces falling off
antmiu2 2 years ago
am I the only one not very impressed by it?
aiyoriaoshi 2 years ago
yes.
skemeB34 2 years ago 3
Probably cause you can barely understand what you are watching at.
TucoBenedictoRex 2 years ago 6
OCN = BizzareRide Woot!
Great video!
HotTexasBoi 2 years ago
Nice, but the demoer certainly took pains to only shoot interior walls. And shelves with books are not exactly the best thing to show breaking in 4 big pieces ;)
paketep 2 years ago
this looks really good, but at the same time not?
the 3d environment looks a beauty, but have they just used basic textures? i'm not clue'd up on the graphics.
and this is an early early hint at what they will do?
i loved red factions damage system,mainly at the falling buildings
madskaterfc 2 years ago
OCN ftw!
jpye11 2 years ago
@jpye11 indeed
odelburnett 2 years ago
it seems weird that the whole building doesn't collapse with all the walls are shot down
etismyname 2 years ago
sadly you can't destroy flor, ceiling and main walls:? either way this is friggin awesome.
imagine arcade shooter like Crackdown or Serious Sam with this - EPIC.
sofik88pl 2 years ago
OCN!
chrReid92 2 years ago
GTA VI here we come!
oCfuu 2 years ago
What happened to GTA V?
Bikkits 2 years ago
This will take a while before it's released?! So I guess it won't be in V. But who knows.
oCfuu 2 years ago
yeah it's really normal to just wlak in someones house, destroy it and then fly away searching for a new victim :D
TubeHalo 2 years ago
OCN!
Andr3azX 2 years ago
nice tech demo, though i would like to see the ceiling and floors destructible too, this could work well if they add in some of the Red Faction Guerilla tech, though i doubt the two could work with the stress points having to be generated in :P
neoduke007 2 years ago
This comment has received too many negative votes show
is it me or does the building destruction physics really look bad when compared to crysis 1 ?
igotyou62 2 years ago
its a tech demo silly....
neoduke007 2 years ago
youre missing the point
skemeB34 2 years ago
@igotyou62 its you
mat967 1 year ago
i thought nomad and psycho went back into the sphere how the fuck did we end up in new york ffs :|
igotyou62 2 years ago
I hope Rockstar takes a note of this... I just don't like the destruction because it looks unreal. That gun in real life couldn't bring down a large concrete wall in 5seconds...
Ashyboy1992 2 years ago
youre completely missing the point to this video too. its a tech demo, NOT a game. the gun model is completely irrelevant. they are just showing what the damage CAN be like. if this was a game then obviously it would be things like c4 and grenade launchers doing this kind of damage.
skemeB34 2 years ago 4
Well why didn't they use C4 ?
Why does the walls look like a big bouncy sponges when they get demolished ? Why do the main walls/floor/ceiling not get demolished ?
The only superb thing about this tech demo is the it randomly generates interiors!
Ashyboy1992 2 years ago
because like ive already said "the gun model is completely irrelevant. they are just showing what the damage CAN be like." PLEASE learn to read WHOLE comments instead of just flicking through them. the look of the damage is also irrelevant. and yes, randomly generating interiors IS most impressive thing about this tech demo...you know why? because thats the whole point of it! NOT to show different weapons, nice graphics, bullet holes, smoke, particle effects ect ect.
skemeB34 2 years ago
I am saying things so they (Who ever "They" are) can improve it....
Ashyboy1992 2 years ago
@Ashyboy1992
Because its a tech demo. Retard, it says V0.1 at the start.
MaxGame00 1 year ago
I do not see bullet holes... Just HOLES!!! Bringing the house down :) with one finger?
damirpoljak 2 years ago
...sigh.
skemeB34 2 years ago
OCN
khaotickid123 2 years ago
I've always wanted to make a game where the city is fully explorable :D
Potcharadanai 2 years ago 2
OCN 8====D~ ~ O ;
deathstorm1982 2 years ago
every building in a game should have an interior, simple as that.
illustriouschin 2 years ago 5
Comment removed
segadult 2 years ago
This has been flagged as spam show
@illustriouschin
"Simple as that", eh? Wherever you put effort, something else in the game has to give to accommodate that extra attention (even using this Structure system). If everyone implemented your simple solution, games in general would be worse off, even if some would benefit. That's not even considering how letting you enter every building could clash with the game's design. Sometimes, confining the player reduces confusion/frustration, and could actually make it more fun.
segadult 2 years ago 5
This comment has received too many negative votes show
Learn to form sentences; sentence structure is important if you wish to convey a message without looking like a retarded 6 year old. I suggest you use more semi-colons and fewer of commas.