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#1 |
![]() Join Date: Aug 2006
Reputation: 163
Posts: 2,882
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Water should pass through Portals in Portal 2
Could create some interesting puzzles.
And it's about time games had water physics. |
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#2 |
![]() Join Date: Sep 2008
Reputation: 88
Posts: 439
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#3 |
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Banned
Join Date: Sep 2009
Reputation: 69
Posts: 461
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Sorry, dynamic fluid physics are still too advanced.
Unless you want to play Portal 2: Slideshow, that is. |
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#4 | |
![]() Join Date: Sep 2008
Reputation: 88
Posts: 439
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Quote:
Especially the one with the dynamic fluid physics? I mean the one which plays at a decent 40FPS? It shows it's possible. Maybe Valve finds (or has already found) a way to implement dynamic fluid physics into Portal 2. |
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#5 |
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Guest
Posts: n/a
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That would be cool but yeah, I really doubt thats gonna happen. especially in the source engine...
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#6 |
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Banned
Join Date: Apr 2009
Reputation: 21
Posts: 628
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It would be realistic to expect that
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#7 |
![]() Join Date: Nov 2007
Reputation: 347
Posts: 4,613
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Also it's possible on source
http://www.youtube.com/watch?v=YTugi...eature=related http://www.youtube.com/watch?v=A3fF6...eature=related dunno if that's the correct video, it doesn't open to me but i saw a hl2 video with dynamic water, i think it's that one Last edited by Swordsman: 03-30-2010 at 12:49 PM. |
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#8 | |
![]() Join Date: Jan 2010
Reputation: 108
Posts: 455
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Quote:
However they still have to put paint through portals somehow, I suppose we'll just have to wait and see what they've done. They may indeed surprise us with something nifty. I'd like to see them use some of the new Open CL stuff from Havok. |
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#9 |
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Banned
Join Date: Apr 2009
Reputation: 21
Posts: 628
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If your GPU can handle the Hard Rain water from L4D2 you can see that it has already laid some decent foundation. I'm sure that dynamic fluid could make its way here.
But then again: 1) I'm an optimist and 2)I never crudely write anything off until fully proven false. |
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#10 | |
![]() Join Date: Jul 2006
Reputation: 66
Posts: 1,489
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I assume paint will just be a combination of particle effect and decals. Pretty much the same as TAG but more refined. |
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#11 | |
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Banned
Join Date: Mar 2008
Reputation: 40
Posts: 376
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Quote:
To be honest the fluid doesn't look very realistic though, and looks like utter crap up close. I'd honestly rather have it left out, unless it looks and behaves better. |
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#12 | |
![]() Join Date: Jan 2009
Reputation: 90
Posts: 1,206
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Quote:
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#13 |
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Guest
Posts: n/a
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This probably won't work/happen.
1> Shooting a portal beam into a body of water would scatter the energy. Not to mention energy dissipation in water. Now if we are talking about an empty pool, shoot portal, fill pool, you still have a bunch of technical issues. 2> Said technical issues are based on the dynamics of the water. The spray of water you see is one thing from a dynamic POV. Notice how the water level is not rising as more water is being added into a pool? (as displayed in the youtube video that was linked) You are talking a HUGE amount of code to compensate for the dynamic placement of portals, logic to determine rate of flow and mass of flow depending on the location of a portal in relation to the water. It's not as easy as it would sound, it's a huge graphical and engine based technology so I wouldn't really count on it. |
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#14 |
![]() Join Date: Jun 2008
Reputation: 3966
Posts: 20,595
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#15 |
![]() Join Date: Jan 2010
Reputation: 108
Posts: 455
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Dynamic water basically amounts to a particle effect. It's like if you have a room full of balls, you just replace the balls with particles and put a dynamic mesh on top to make it look like one body of water. The particles then react to whatever touches them so that objects can displace the water.
So the video is a bit closer than you might think, it's just a bit crude, and lacks the dynamic mesh. |
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