TTLG|Thief|Bioshock|System Shock|Deus Ex|Mobile
Results 1 to 16 of 16

Thread: Unreal Engine build 829 released to licensees (this includes ISA, of course)!

  1. #1
    Member
    Registered: Feb 1999
    Location: Finland

    Unreal Engine build 829 released to licensees (this includes ISA, of course)!

    Go here to read all about the latest build. The most important new feature has to be the integration of the Karma physics engine developped by mathengine. If you haven't checked out their demos, I highly encourage that you do now - this physics engine promises to take the art of box stacking to new heights in Thief 3! (Seriously, it's good stuff.)

  2. #2

    Physics Engine

    I thought they were going to use the Havok Engine for Thief III.
    The Honest Thief - FMs, screenshots, DromED, links

    Zaccheus' hospital blog

  3. #3
    Member
    Registered: Feb 1999
    Location: Finland
    You may very well be right. I found this quote on the Havok homepage "PC Gamer, Jan 2002: "It's been a big month for watchers of Ion Storm Austin. Firstly, they're to license the Havok specialist physics system which should add an extra degree of convincing realism to the interaction between entities."

    It seems a bit strange to me that they would not use Karma, however, since it would no doubt require less effort. I guess Havok is just superior (or cheaper ) Or maybe they plan to incorporate both, to some degree at least.

    Someone in the know, please enlighten me.

    *edit* Ok, I went and found out for myself - it is indeed the Havok engine that they have licensed. *edit*
    Last edited by Boreal; 31st Jan 2002 at 16:01.

  4. #4
    BANNED
    Registered: Sep 2001
    Location: DC
    Havok is far superior to Karma in many ways. On another note, good game developers never take the easy way...they always go for the best.

  5. #5
    Member
    Registered: Jan 2001
    Location: Bumblesee
    Except when they're under monetary and temporal constraints, which is the current state of the entire gaming industry

  6. #6
    Member
    Registered: Feb 1999
    Location: Finland
    Originally posted by Darkwarrior
    Havok is far superior to Karma in many ways. On another note, good game developers never take the easy way...they always go for the best.
    So why did Epic choose to incorporate Karma into the Unreal Engine instead of Havok? Surely you don't consider them bad?

    On a more serious note, if Havok is indeed the more powerful of the two, then all the better - the improved physics model is one of the things I'm most looking forward to in Thief 3.

  7. #7
    Member
    Registered: Jun 2001
    Location: Tallhassee, Fl
    As stated before yeah its the Havok engine but "will be incorporated with its modified Unreal engines", pc.ign posted a small news thing about it here: http://pc.ign.com/news/39703.html and check out the saloon dummy demo at Havoks site, it kicks serious booty.
    Need a voice actor for your FM? Look no further:
    http://www.geocities.com/thief_3_wan...iceacting.html Also home to a LGS movie tribute. --Last updated on 10/17/03--

  8. #8
    Member
    Registered: Sep 2000
    Location: Brossard, Québec, Canada
    As far as I know, after reading things on Havok.com, Havok Engine is a "modular" engine that can be incoporated in other engines.

    Now if oRGy could come here and explain it all to us...
    Do you like my new AtTiTuDe? It's called POSITIVE thinking!!! I had so much bottled rage, I'd snap if you looked at me the wrong way!

  9. #9
    Member
    Registered: Jun 2000
    Location: The Maw Of Chaos
    EVERYONE, DOWNLOAD THE COWBOY-SMACKING DEMO. NOW.

    Seriously, this could totally change the way we play Thief.

    Imagine dropping bodies now . . . they'll bounce realistically? Or what if there's the option to drag any object in the world; just get close, grab it, and walk. Man, dragging bodies would be SO COOL! And the effects for a successful blackjack could be SO DARN COOL.

    Oh, yeah. Also, arrows. Imagine a killing headshot on a patrolling guard, right next to a ledge . . . fzzzzt*CHINK* "UNGhhhhhh" . . . *thump* . . . . "Did you 'ear somefing?" "Nope!" . . . "Just the wind I guess" . . .

    Haha MAN it would be cool to see realistic body physics like that for Thief 3!

    Way to go Ion Storm Austin, here's hoping that you can really make something happen with this technology.

  10. #10
    Member
    Registered: Jan 2001
    Location: Vienna, Austria (Europe)
    Originally posted by mr_luc
    Imagine a killing headshot on a patrolling guard
    You're still killing guards?

    -claw
    Mei Bier is net deppert!

  11. #11
    Member
    Registered: Jun 1999
    Location: Procrastination, Australia
    Play Hitman: Codename 47 if you want that sort of thing right now and can't wait (partly anyway)

    I'm curious about whether this means strong sword blows will knock us (or them) backwards or we can do things like run up and shove guards off high battlements

  12. #12
    Member
    Registered: Feb 1999
    Location: Finland
    Relating to Muzman's previous post, this is a quote from a recent Gamespot Deus Ex 2 interview with Warren Spector and Harvey Smith:

    "GS: Deux Ex 2 is supposed to feature a realistic, new physics engine. How will this figure into the gameplay?

    HS: We hope that the player will be able to bounce attacks (not just physical attacks, but lasers as well) off mirrored surfaces, and execute concussive attacks that will knock things over, push characters down or backward. Bodies and other objects will fall and bounce more correctly, so the illusion of exploring a realistic place will be stronger. It should be possible--using our general-purpose tools in conjunction with Deus Ex 2's high-fidelity physics--for the player to improvise more unplanned solutions to problems. Also, the new physics will afford us some climbing/rappelling gameplay that we lacked last time."

    The whole thing can be found here.

    I really liked the physics in Hitman Codename 47 as well - to me, they were probably the single most appealing thing about the whole game.

  13. #13
    Member
    Registered: Jun 1999
    Location: Procrastination, Australia
    Ahh yes. I had forgotten those quotes. Cheers.
    I wonder if they'll follow through with all of it. Imagine it would be a nightmare to design with that kind of environment and still keep the story solid enough to unfold in the right order (or cover all the bases of a more open events structure). Some forced things would be forgiveable (even though it's Spector's pet peeve, so long as it's done subtly). How about shouldering open doors or charging through a window (with followthrough) I wonder. And will it hurt?
    All will be revealed in time I guess.

  14. #14
    Member
    Registered: Jun 2000
    Location: The Maw Of Chaos
    You're still killing guards?
    heh actually I only just started. I got to replay Thief Gold this weekend, and I had a limited amount of time before going back to the salt mines . . . well, ok! I was weak!

    I even played on Normal difficulty. I didn't kill anyone or anything on my favorite missions, but on most missions I just blasted through them to get to the good stuff. I did it and I'd do it again! I have no regrets! Hahahaha!



    Ahem.


    But seriously. I know that Hitman had that; it was very cool. But that game was, well, trivial. I'm trying to imagine the implications for Thief. I don't think that you'd notice much different when ghosting a mission, or even with a blackjack or two, other than the guards would fall in a unique way each time. But you'd notice it a lot more if you're doing things like killing guards/zombies, etc.

    The great thing is that it probably won't change the core Thief gameplay. But it will enhance it.

    Although, given what Havok is capable of, I'll bet we could have a REAL rope arrow! Just imagine! one you could swing on!

  15. #15
    Member
    Registered: Jun 2000
    Location: The Maw Of Chaos
    Originally posted by Muzman
    How about shouldering open doors or charging through a window (with followthrough) I wonder.
    Or what about swinging through said window on a rope? Not very sneaky, I guess, if the window was closed at the time. But think of the coolness value!

    Or imagine being on a rope arrow and walking back and forth a bit on the wall you're hanging next to . . . rapelling, heh.

  16. #16
    New Member
    Registered: Feb 2002
    Originally posted by Muzman
    Play Hitman: Codename 47 if you want that sort of thing right now and can't wait (partly anyway)

    I'm curious about whether this means strong sword blows will knock us (or them) backwards or we can do things like run up and shove guards off high battlements

    I hope so. Man it would be cool. I am also thinking of making a mod where I can use a rope arrow to pull a guard off a ledge to his death.

    Heh heh.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •