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Old 18th December 2007, 12:48 PM   #1 (permalink)
Rebelius
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Crysis Physics Demonstration, OMG THE BARRELS!!!

immense!

love the explosion at the end

Clips: Watch 3000 Barrels Fall Down In Crysis
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Old 18th December 2007, 12:57 PM   #2 (permalink)
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Crysis is amazing
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Old 18th December 2007, 01:22 PM   #3 (permalink)
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That would just kill my machine. I take it that was done using the level editor?
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Old 18th December 2007, 01:43 PM   #4 (permalink)
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yeah - but it's not running in realtime either. There's some clever thing you can do so that it takes 8secs or something to render each frame for a screencapture.

It's explained better here:
YouTube - Crysis - Mass Physics (read the description)
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Old 18th December 2007, 03:27 PM   #5 (permalink)
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That was class.

Will be cool when hardware acceleration of physics becomes common, or we have enough cores to dedicate more resources to physics.
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Old 18th December 2007, 04:49 PM   #6 (permalink)
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how complicated is it to program for things like that though?

cos I have 4 cores and crysis runs similarly well on systems with 2 cores at the same speed and the rest of the system the same.

I guess it doesn't help that it's totally GPU bottlenecked.
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Old 18th December 2007, 08:04 PM   #7 (permalink)
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It's very difficult to program game engines to make efficient use of multiple cores.

Multithreaded programs are bottlenecked by the parts of the code where multiple threads have to share data, or have to work together in some way.

The most efficient multithreaded programs, are ones in which the threads can all go off and do their own thing, without needing input from the others. Vertex shaders are a good example of an algorithm that works well on multiple cores. Each vertex sent to a vertex shader is completely independant of the others, and doesn't rely on data from other vertices.

Because of the nature of a game, a lot of parts of the game have to work together, for things to work properly. For example, collision and physics will affect the decisions that NPCs can make. For example, an NPC can't be walking around or attacking players after he was just ragdolled by a car collision. He can't walk through a solid object that's just blocked his only path to the power-up he was route-finding to. AI have to be made aware of recent events in these subsystems.

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