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MG: rising revenging or re-Shinobi

 
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mauve



Joined: 07 Dec 2006

PostPosted: Thu Jan 24, 2013 5:10 am        Reply with quote

Tried it. I like cutting things.

Really impressed at how they managed to pull off the dynamic destruction of objects and keep the game 60 fps with no serious physics glitches. (Seriously, this is hard.)

The fucks I give about the window dressing are minimal at best, just give me interesting buttons to press thanks. Not really sold on it as a complete game atm but I could see potential.
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mauve



Joined: 07 Dec 2006

PostPosted: Thu Jan 24, 2013 6:47 pm        Reply with quote

Bennett wrote:

/edit Oh I will say this though: I am working on a 2D game where you can slice everything apart at will and it's technically a lot harder than it seems... lots of weird edge cases that have to be solved neatly. I find these videos impressive and attractive even though I never actually enjoyed an MGS game in practice.


Once upon a time I tried making a 2D artillery game where the entire world was physically simulated. Had a working prototype but the edge cases proved too much for me and it turned out that computer physics engines suck at huge weight disparities, who knew?

I strongly suspect that they fudge the edge cases in this game, and if something would cause a case like that they just subtly change course a bit. Or maybe they segment the object into cubes and keep a database of possible "cuts" in memory, picking the best fit. There's a lot of possible ways of handling this...

Either way, it's amazingly impressive technically and I really want to know how they did it here.
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