Homoludens on 7/2/2002 at 09:38
I haven't played it in a while, but I was poking around the VersaLife headquarters as well as the streets and canals of Hong Kong, picking things up, pushing them around, and throwing them. Just out of curiousity which physics engine does DX use?
santaClaws on 7/2/2002 at 10:21
DX2 will use the Havoc Engine, that's for sure. Maybe some precursor?
:confused:
-claw
Rogue Keeper on 7/2/2002 at 12:56
DeusEx was built in Unreal Engine, so it uses its physics model adapted by Ion Storm.
santaClaws on 7/2/2002 at 13:24
Quote:
Originally posted by Shrieker DeusEx was built in Unreal Engine, so it uses its physics model adapted by Ion Storm. Come on, DX2 will use the UnrealII-engine, and it is still going to use the Hvoc Physics engine. There's not necessarily any connection between that.
-claw
Homoludens on 8/2/2002 at 03:40
No, no, I meant DX1, not DX2. :) I already know that DX2 will use the Havok physics engine, and I'm beside myself with excitement, especially after playing with that (
http://www.havok.com/product/gallery.html) rag doll demo. I'm planning on getting Call of Cthulhu when it launches, it will use Havok physics as well (on top of what looks to be a powerful new 3D engine, the NetImmerse).
Quote:
Originally posted by Shrieker DeusEx was built in Unreal Engine, so it uses its physics model adapted by Ion Storm. So did Ion Storm heavily modify it? It seems pretty impressive.
santaClaws on 8/2/2002 at 11:21
Quote:
Originally posted by Homoludens No, no, I meant DX1, not DX2. I know, I know.
getting impatientBut I meant, DX2 uses the Unreal II engine
andthe Havoc physics engine. Maybe DX1 used the Unreal I engine
and a precursor of the Havoc physics engine
(note: DeusEx II = DX2, DeusEx = DX1 - since there's no number, it's the first part).
And yeah, thay had to heavily modify it, but not in terms of graphics, but in termy of gameplay. The graphics are good, but not the best they could have made - just look at the washbasins, for instance. I guess if they had payed attention to these details, the game would have become terribly slow on older machines (like mine :()
-claw
Rogue Keeper on 8/2/2002 at 11:29
It is natural that devs are modyfying engines they purchased, so that the tool can better fit their needs.
santa, almost same here...:(
Stimpson.J.Cat on 11/2/2002 at 22:03
Interesting that Unreal Engine version 829 (latest build) now incorporates MathEngine PLC's 'Karma' Physics engine, although a separate license is required to actually use it in a game.
As a licensee, ISA should automatically receive the update, wonder if they'll tinker about with it to see what its capable of or just stick with Havok?
Now... if they could pick the best features from both physics engines (drool... slobber! :p )
link to Mathengine:
(
http://www.mathengine.com/)
Just in case your interested... :)
laters
*Stimpy*
oRGy on 15/2/2002 at 16:06
Quote:
Originally posted by santaClaws
I know, I know.
getting impatient
But I meant, DX2 uses the Unreal II engine andthe Havoc physics engine. Maybe DX1 used the Unreal I engine and a precursor of the Havoc physics engine (note: DeusEx II = DX2, DeusEx = DX1 - since there's no number, it's the first part).
No, Deus Ex (1) used the inbuilt physics engine from Unreal and Unreal Tournament, which is rubbish. Even the physics in Quake I are arguably superior, and are certainly more expandable.
Having worked around the issue in Thievery, we sorta know what it's like. Main problem is that every object is represented as a cylinder in collision terms - so imagine a pot plant or a table has the collision of a bog standard cylinder with about 12 sides. For various objects of different size, you modify the radius or height of this cylinder.
This isn't so bad (after all, Quake used collision boxes), except that whatever you do the object, the collision cylinder remains completely level, and can't be rotated or tilted, it must always remain standing straight as it were.
Ie, you can <b>visually</b> rotate and skew a model any way you want, but it's "<b>real</b>" physics will always be represented by a single upright cylinder.
So, you have hilarious situations whereby say a Shovel, which can be represented by a long thin cylinder standing up pretty well, has major problems regards realism and clipping if you throw it flat onto the ground.
Fun eh? As ever, Thief's Dark Engine provided the best contemporary physics model, but the new Havok and MathEngine physics should ensure the above sort of mess becomes a distant memory before too long..
Dark Angel on 9/3/2002 at 19:30
i don't think DeusEx has anyway type of physic system, thats one of the main reasons why i can't stand it :laff: