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I'm starting to see more and more how horrible & outdated 3d model animation

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10 months ago#1
is. You see so many derpy character models glitching out and flying all over the place that you don't even notice it anymore. If you showed a kid that's never seen a video game a character running against a wall or a zombie springing into the air after dieing on the ground they'd probably laugh, anyone else would just be like, yeah, you're playing a video game. It's about time people came up with a better method.
10 months ago#2
It turns out that programming dynamic animation and character interaction with dynamic 3D environments (while not chewing through CPU/GPU resources cycles) is not exactly a trivial task. Ideally we'd never see any clipping/animation errors, but these are problems that have existed since the advent of 3D consoles/3D accelerator cards. If you have some revolutionary collision/animation model I'm sure the top studios would be glad to hear of it.
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(edited 0 seconds ago)
10 months ago#3
JKatarn posted...
It turns out that programming dynamic animation and character interaction with dynamic 3D environments (while not chewing through CPU/GPU resources cycles) is not exactly a trivial task. Ideally we'd never see any clipping/animation errors, but these are problems that have existed since the advent of 3D consoles/3D accelerator cards. If you have some revolutionary collision/animation model I'm sure the top studios would be glad to hear of it.


Yeah at the moment collision detection uses hit boxes instead of the actual faces of the polygons because that requires less calculations.
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10 months ago#4
Breaking news: random gamer starts to realize that sometimes unrealistic situations can happen in games. More at 11 as this story develops.
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10 months ago#5
Also tc: http://en.wikipedia.org/wiki/Collision_detection if you read through that you'll see it's not exactly a simple problem to solve. Doing per face/polygon collision checks on everything in a scene would likely bring everything but a government supercomputer to a grinding halt (depending on scene complexity of course).
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10 months ago#6
JKatarn posted...
Also tc: http://en.wikipedia.org/wiki/Collision_detection if you read through that you'll see it's not exactly a simple problem to solve. Doing per face/polygon collision checks on everything in a scene would likely bring everything but a government supercomputer to a grinding halt (depending on scene complexity of course).


Probably some of those Nasa computers could do it.
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He who stumbles around in darkness with a stick is blind. But he who... sticks out in darkness... is... fluorescent! - Brother Silence
10 months ago#7
And that better method would be?

(2D is still a thing and still looks great, but people complain about lazy devs not wanting to put the effort into 3D art when a 2D game gets made.)
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10 months ago#8
Yeah of course I'm not talking about full polygon detection, that's ridiculous. I'm talking about what JKatarn said with the dynamic animation. That should really be a standard thing. So if a head is on the ground, there's really no excuse for it to just pop into it's dieing animation from standing up, which you're going to see in most any game.

What would be nice would be if it could be completely physics based, like Sumotori Dreams except perfected on and standard across the industry.
10 months ago#9
I found this

http://vimeo.com/79098420

Hoping something like this becomes widespread.
10 months ago#10
SinisterSlay posted...
JKatarn posted...
It turns out that programming dynamic animation and character interaction with dynamic 3D environments (while not chewing through CPU/GPU resources cycles) is not exactly a trivial task. Ideally we'd never see any clipping/animation errors, but these are problems that have existed since the advent of 3D consoles/3D accelerator cards. If you have some revolutionary collision/animation model I'm sure the top studios would be glad to hear of it.


Yeah at the moment collision detection uses hit boxes instead of the actual faces of the polygons because that requires less calculations.


Sometimes there is a middle ground between both types of collision detection, where it first does a "broad" scan of what hitboxes touched something, and then check the polygons in each of those hitboxes to see if one of them touched something. A collision with the entire model is found with the first polygon collision it finds. The worst case is that it has to check every box and every polygon of the model, but that will not happen in most frames.
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