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Ask VALVE physics engine developer anything

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Thread replies: 57
Thread images: 1

Ask VALVE physics engine developer anything
>>
>>591966202
How much do you make?
>>
>>591966202
>physics engine
try hard next time
>>
>>591966202
studied physics?
>>
Half Life 3 confirmed
>>
>>591966433
80,000+ a year

>>591966492
Yes I have double majored in it
>>
>>591966202
How long till:
Half-Life 3
Left 4 Dead 3
Portal 3
>>
>>591966786
>Yes I have double majored in it
In what? Physics is a big field there, buddy. Which one?
>>
>>591966202
Why no Half-Life 3?

I don't believe for a second you are a Valve employee, but I'd like to hear what you can make up.
>>
>>591966897
Haha I knew these questions will come up.

I can't answer those sorry.
>>
what the fuck is a physics engine
>>
>>591966897
>How long till: Portal 3
Here i corrected it for you anon
>>
>>591967118
>2015
>not being able to infer things
>>
>>591967185
You ain't correcting shit
>>
>>591967235
hey man I'm just a guy sitting under a tree with my phone taking a break from harvesting potatoes, never heard of no physics engine
>>
>>591967083
Of course they were going to come up. You bait the thread with bullshit about being from VALVE, and that's what people are going to ask you about. Make some shit up son. Like anyone here is going to be able to call you on it.
>>
>>591966992
For example; i majored in petrochemical engineering and minored in computer science. And then you say...
>>
>>591967413
>taking a break from harvesting potatoes
I dont know if i should tell you to go back to idaho, ireland, or mexico.
>>
>>591967671
>Farmville
>>
>>591967474
No offence but you can have qualifications in "Physics". I personally have a degree in astrophysics but there are friends of mine that have one in just physics.

If he's saying he's got 2 physics degrees I feel like making a physics engine is wasting his time.
>>
>>591966992
I specialised in quantum physics.
Double majored in CS cryptography

>>591967118
Part that makes game work
>>
>>591967854

>doing something complex is a waste of because I have a wide knowledge base which is not fully utilised

also OP is a lying faggot
>>
>>591967854
I wanted to work on information security stuff when I enrolled for higher education but turns out the field of people that I will be working with are not my type.

I know what you mean by wasting time. But this job is fun and I love the people I work with.
>>
>>591966202
I have a question:

When it comes to pre-rendered physics, why don't we see more applications of it, specifically in areas of the map that directly affect play? The benefit of said algorithm is that the numbers are already crunched for a certain physical event, thus reducing load on whatever computes physics traditionally, right?
>>
>>591968107
That's not what I was saying. Are you so insecure that you NEED to take offence? It's intensive and you only need basic mechanics to make a physics engine.
>>
>>591967321
I will correct your Life m8.
>>
Ok, so with first person shooters that employ sniper rifles and traditional ammunition (i.e. no energy bs al a Borderlands) why is there no drop off over range? How difficult would that be to implement?
>>
>>591966202
>Ask VALVE physics engine developer anything
why is your force vector pointing the wrong direction for that trajectory?
oh, and, faggot.
>>
>>591968257
It has to do with how the game player will propagate through time. Really depends on the type of game and what is designed for. (EG to tell a story like "Last of us" or just pure action entertainment "CoD") Simply put the developers will just chose whatever is more efficient.

>>591968502
Yes some what true, basic mechanics is pretty much all you need but games at least the developing ones get more complex every week. When it comes to animations especially cinematic ones like Disney animations it gets pretty damn complex.

Also I got hired because of my side projects. I did a lot of simulation work as hobby.
>>
Does bullet trajectory take the curvature of the earth into account?
>>
>>591968831
Not hard at all.

We just don't implement it for the sake of entertainment. Games with real life physics will not be very entertaining for most of us.

>>591969015
I didn't make the image
>>
>>591966202
Ever tried to simulate a black hole with all the odd effects like bending space/light, time delatation, event horizon, gravity stretching things apart, giant radiation etc... would be great to see a blackholegun causing all these things tearing enemies and the whole scenery apart
>>
>>591969411
In games? Not to my knowledge.

IRL, as far as I know no, as the distance the bullet travels is not far enough to be a major issue.
>>
>>591969456
>I didn't make the image
okay, but you understand I had to wonder...
What's your favorite aspect of working on physics engines? I know that physics engine typically used to mean rigid body dynamics, but does that also encompass lighting, now?
>>
>>591967919

so how many years is that at school? i dont know the murrica system
>>
>>591968831
It shouldn't be that hard since it's just a calculation of a ballistic trajectory. And you could make the game more challenging given the extra complexity.
However calculating this for all the bullets in the site at the same time would most likely allow the game down to a crawl. Although you could of course calculate the other way and make it into an of statement. I.e. of the correct firing solution is met then kill otherwise no.
>>
What are the most difficult challenges to get right in a physics engine at the moment? Any examples from games you are working on at the moment?
>>
>>591969411
not op.

>it does since gravity is always related to it.. and bullet trajectory is highly subject to gravity
>>
>>591969668
For cannons and missiles it matters, don't you think
>>
>>591969977
missiles have inertial compensators nowadays.. so you pretty much click on a map and it goes boom with a precision of +/- 5 centimeters
>>
>>591966443
>physics engine developer
Fucking niggers can't comprehend shit
>>
>>591969916
I get your point. But gravity is not what I'm talking about. Gravity is related to bullet drop.

The curvature of the earth changes the position of a target over a distance. I.e. could you shoot the Eiffel tower in a straight line from where you are?

It's about shooting on a flat plane or on a curved plane.
>>
When will you get your ass to work on hl3 ?
>>
what project is valve working on now
or are you guys working on anything
>>
>>591970217
Ok just cannons, tanks, etc then... Or the got anal compensators too now?
>>
>>591969623
I have played with gravity to create fun and simi realistic results but its not as exciting in comparison to the time it takes.

>>591969777
Yes

>>591969795
I didn't go to US university. I went to one in Aus

>>591969901
Just making it fit into game world. Ie making it entertaining. For example Just cause has no such thing as conservation of energy

>>591969977
Yes for long range (over 3 km) but cannons aren't for precision striking. And missiles have guidance system that will correct the path.
>>
>>591970602
>I didn't go to US university. I went to one in Aus

wtf i asked you how many years ?
>>
>>591970776
Most likely more than you.
>>
>>591970870

/thread

this is just lies
>>
>>591970534
We are always working on something new. New and better things are what brings in the money. :)

>>591970587
I believe canons have a range of about 30 km max. Which is not much speaking of earth curving away. Coriolis force will be more of an issue.

>>591970776
Oh sorry, 4.5 years. Would have taken shorter but I don't have the gifted academic minds.
>>
>>591970602
You mean that grappling hook thing? That shit was fun.

Will there be any good gravity based puzzles in upcoming games? Like an object has to be flung around the edge of a local gravity well?
>>
>>591970602
>For example Just cause has no such thing as conservation of energy
Doesn't it? If you're using the right integration for your equations of motion, you should at least be able to achieve bounded change in total energy/asymptotically stable total energy. Something like verlet integration?
I know game engines are not after the goal of physical realism of a simulation, but I had thought symplectic algorithms and lagrange/hamiltonian methods were used primarily now?
>>
>>591971061
Never mind the first part, I didn't realize Just Cause was a video game before I posted that...misread the statement.
>>
>>591971061

why the fuck would you want conservation of energy ? what kind of game mechanics or visuals do you get from that ?
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>>591966202
bunny hop physics ftw
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>>591970962
Yes and also the fact that you can jump off a building and come back to where you jumped off.

>>591971061
Real life physics does apply to games. For example conservation of energy but not every aspect of the game. Some areas are ignored to make it more entertaining. It gets tricky as some require realism and some require fictitious aspects.
>>
>>591971344
>why the fuck would you want conservation of energy ? what kind of game mechanics or visuals do you get from that ?
I don't know? That would be why I'm asking OP.
Thread posts: 57
Thread images: 1


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