robenkleene
05/18/2020, 4:36 PMChris Knott
05/18/2020, 4:49 PMMartin
05/18/2020, 4:56 PMrobenkleene
05/18/2020, 4:56 PMIvan Reese
if game engines are so good, why aren't more tools like Figma or Framer built in them?That's a great question, and there's a good answer. Web-based tools like Figma and Framer do use a lot of the same graphics tech as games, just applied to 2d graphics instead of 3d graphics. For instance, the layer compositing in all modern browsers happens on the GPU. If you stick to using CSS Transforms instead of flow-based positioning, your positioning happens entirely in the compositing step, GPU-accelerated, and you get a huge perf boost. You can make some highly complex HTML-based scenes that are animated at a buttery 60fps, even on mobile. The thing is, there are very few kinds of jobs that you need to do on the web that benefit from GPU acceleration, the way it's currently implemented. And that's where you feel the perf hit. But that's also where you feel the hit in games, too! I think a good way to appreciate this is to come at it from the other side ā what are the things that happen in games that show just how weak these engines are when you look at things other than the graphics pipeline? There's.. a lot. In fact, most of the things that game engines do.. aren't great, especially when compared to graphics. I think the state of animation and physics in modern games is particularly appalling. Havok is awfulĀ ā it's unnatural, ugly, slow, and often sucks the fun out of gameplay. The graphics pipeline has improved many orders of magnitude over the past 30 years. The similar explosive growth of physics stalled out around 20 years ago, and has only improved incrementally since then.
Scott Anderson
05/18/2020, 6:45 PMScott Anderson
05/18/2020, 7:22 PMScott Anderson
05/18/2020, 7:24 PMScott Anderson
05/18/2020, 7:25 PMScott Anderson
05/18/2020, 7:29 PMScott Anderson
05/18/2020, 7:29 PMScott Anderson
05/18/2020, 7:30 PMScott Anderson
05/18/2020, 7:33 PMScott Anderson
05/18/2020, 7:34 PMScott Anderson
05/18/2020, 7:35 PMScott Anderson
05/18/2020, 7:35 PMScott Anderson
05/18/2020, 7:36 PMScott Anderson
05/18/2020, 7:36 PMScott Anderson
05/18/2020, 7:37 PMScott Anderson
05/18/2020, 7:39 PMScott Anderson
05/18/2020, 7:42 PMScott Anderson
05/18/2020, 7:44 PMScott Anderson
05/18/2020, 7:44 PMrobenkleene
05/18/2020, 8:05 PMIvan Reese
Once again none of it or very little makes it to production games because "better" physics don't fit in popular games genres, in the sense that they can actually detract from what makes the game funI don't think that's it. I think it's an economics thing. The penalty springs in Halo 1 was the most fun-feeling physics of any game in the series. The way Havok handles restitution feels so damp and sticky and crunchy by comparison, and all the sequels are worse for how they used it. But developing a custom physics solution tailor-made for each game is way more expensive than licensing middleware and tweaking parameters, right? It's like using an off-the-shelf character controller as opposed to writing your own. That's why games like Celeste feel so much better than your run-of-the-mill indie platformer āĀ custom physics and a custom character controller, designed hand-in-hand as an essential facet of the gameplay. I'm simplifying, of course. It's possible to make a game use Havok and not feel awful (Breath of the Wild, say). But that depends on the gameplay, creative direction, etc. etc.
Ivan Reese
wtaysom
05/19/2020, 3:00 AMScott Anderson
05/19/2020, 6:05 AMScott Anderson
05/19/2020, 6:09 AMScott Anderson
05/19/2020, 6:10 AMyoshiki
05/19/2020, 6:16 AMStefan
05/19/2020, 6:41 AMChris Knott
05/19/2020, 10:11 AMChris Knott
05/19/2020, 10:13 AMChris Knott
05/19/2020, 10:15 AMScott Anderson
05/20/2020, 2:55 AMScott Anderson
05/20/2020, 2:56 AMScott Anderson
05/20/2020, 2:56 AMScott Anderson
05/20/2020, 3:02 AMwtaysom
05/20/2020, 3:37 AM