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#1 |
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HardwareHeaven Extreme Member
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Interview with Rick Ellis, software engineer at Valve
Here is an interview with Rick Ellis of Valve. The interview is interesting.
You can read it here: HL2source.com |
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#2 |
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Boney Admin
Join Date: Nov 2003
Location: somewhere over the rainbow
Posts: 659
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interesting santa beard on the page
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#3 |
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Boney Admin
Join Date: Nov 2003
Location: somewhere over the rainbow
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Hoaxer: In movies we have seen a lot interesting moments, such as breaking of wooden objects. Question is how you make objects to be destroyed so... naturally - is there number of predefined sequences, or it is done with physics system? If so, then how it is implemented on entities level - some hierarchy of objects?
Rick Ellis: Each entity in the world is made out of a "material" that specifies various attributes of that entity. Things like what gibs to spawn when broken, strength and weight of the object, whether it can float, etc. Each gib becomes a physics entity that is then simulated as it falls to the ground, bounces, etc. To make complex objects like doors made from wooden planks, several props are put together and parented to something (a door in this case) so they all act as a unit when the door is opened or closed. Since each piece is a separate entity, breaking it causes the desired result: You see the plank fracture into wooden gibs and fall out of the door while the remainder of the door stays intact.
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#4 |
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DriverHeaven Senior Member
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An interesting interview, but to those of us that have done level design on any of the newer games lately there is really not a whole lot being introduced there that is revolutionary or "previously unknown". Still a great interview though
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#5 |
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DriverHeaven Senior Member
Join Date: Sep 2002
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Max Payne 2 it already using a pretty good physics system. Not as good as the video of HL2 but pretty close.
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#6 |
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Boney Admin
Join Date: Nov 2003
Location: somewhere over the rainbow
Posts: 659
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nice interview and website, like the design actually too. As for content, nothing really new in it.
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