Crowfall

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harbinger_sl

shitlord
2
0
Comanche, the helicopter simulation? Shit looked great for its time and ran a lot better than stuff like Flight Simulator. If you mean FPS FPS, then not sure, I don't really know of anything using voxels between Comanche and Minecraft.
Command & Conquer Tiberian Sun and Red Alert 2 used voxels for vehicles.
 

Kharza-kzad_sl

shitlord
1,080
0
Outcast was voxely, the build engine had small voxel objects for tombstones and such.

My xbox game was all generated terrain. Fractals with a radius drop to form a rounded island in the clouds. Worked ok, but I didn't do any trees or anything, just textures based on height and steepness.
 

Tuco

I got Tuco'd!
<Gold Donor>
47,358
80,736
No I don't think so.

Voxel is a bit of a nebulous and misused word. It's a combination of volume and pixel, and is sort of a 3d pixel. So a game like Minecraft which is made up of these blocks is thought of as the quintessential voxel game, but it actually doesn't use voxel rendering, it uses polygonal rendering. And the blocks aren't stored as voxels where each block is positioned only relative to its neighbors, they're stored as a point cloud where each block is positioned relative to a game's origin.
 

Big Flex

Fitness Fascist
4,314
3,166
Q: When the countdown is completed, will we have a more complete picture of the game's lore and the available archetypes and promotion classes?

A:
Yep, we've committed to this already.
Q: This might seem like a stupid question, but aren't most MMOs already pretty CPU Bound? In terms of in-game performance what are you predicting, especially in large scrimmages, with a hundred or more players on your screen (and the voxel engine thrown in to the mix). Reading your reply, it seems this will put even more emphasis on the CPU; and possibly lower fps in game? I know GW2 used culling to help a bit with this, and it worked (sorta). It definitely had it's positive and negative effects.

A:
Not stupid at all! Much of this is my fault for speaking very broadly about very complex issues. In an ideal world all an MMO client would do is render the scene and pass input to the server where the simulation was happening. With improvements in hardware outstripping improvements in network infrastructure, we've been working out ways to spread this work out more and more, but today (depending on your setup) what is slowing down your frames per second is more likely to be render related than simulation.
Perhaps it would be more accurate for me to not categorize it in terms of CPU and GPU, but in terms of threads of responsibility, where rendering was chiefly the one dominating your individual frame timeslice (except in special circumstances). The nature of our voxel processing allows that to run concurrently with minimal disruption of the core client systems in a more traditional MMO, and potentially net us wins in terms of rendering as a whole. The point I wanted to get across was that while at first blush it might be reasonable to think that in order to get voxels we had to make sacrifices elsewhere (like large scale battles), but I wanted to assure all of you that voxels exist to serve the vision of the game, not the other way around. The things that brought you to this game (like siege warfare) will not be watered down for the sake of shiny new tech.
 

Kharza-kzad_sl

shitlord
1,080
0
BTW MMOs are draw call / state change bound. In a crowded area you'll see a dip in framerate but a dip in gpu utilization and even heat as well. It is because everything is stalled most of the time waiting on new stuff to be shuffled into place for the next draw.

I think I've said on the board somewhere that I think DX12 and maybe Mantle should help greatly with this, but a gpu guru I know thinks it won't make much difference. I won't be able to mess with them until summerish so I dunno.

Stuff that most games would use cpu for like pathfinding or AI are usually done on the server as well, so mmo clients really shouldn't hit a cpu that hard. ArcheAge being Korean does a few things client side like physics for player driven cars and pathfinding for the player's pet. Boats are server side simulated.

If there was cpu to spare, the voxelized world should make it possible to do fluid flow or light bouncing like the latest unreal is doing, though stuff like that is not terribly useful in mmo-land, at least client side.
 

Palum

what Suineg set it to
26,510
41,249
Delta Force.
LOL, yea that was the one.

rrr_img_90799.jpg
 

Muligan

Trakanon Raider
3,231
901
I played the crap out of Delta Force. Had some fun Multiplayer too. King of the Hill was awesome. Makes me miss Unreal... lol. Oh the early days of online gaming....
 

Teekey

Mr. Poopybutthole
3,644
-6,335
I played the crap out of Delta Force. Had some fun Multiplayer too. King of the Hill was awesome.
Hah. A few years back we had Delta Force installed on our classified mission planning computers. We had some pretty fun LAN parties with it on long exercise weekends.
 

Rogosh

Lord Nagafen Raider
897
232
02/19/2015 - Physics + Double Archetype Drop - News & Announcements - Crowfall Community


FREQUENTLY ASKED QUESTIONS | Physics
1. What do you mean by a "physics" system?

Physics system means that objects in our game world move and react according to real-world physics rules. Objects have mass and that mass imparts inertia/momentum.
2. Don't most MMOs use physics to move things around?

Most games have a simple physics system to represent players falling and things like that. Our system uses a physics engine for this purpose and as such can account for a much more dynamic scene, for example, falling objects colliding with one another. Movement of debris from an explosion, or scene dressing does not require a physics simulation. We apply physics to objects that can be meaningfully involved in gameplay, like the player's avatar, chunks of terrain and so on.
3. Does that mean players can't stand inside of other players?

It does! We think this will lead to some fun behaviors in combat.
4. What kind of forces are applied? (Momentum, inertia, Gravity, etc?)

We use a real-world gravity system where objects have mass and that mass corresponds to what you would expect from every day experience; Big barrels full of sand would be heavy, small objects like weapons weigh a lot less. Our player powers can also create forces to do things like push or pull, and knock up or knockdown.

When you apply player powers to in world objects there is potential for crazy destruction. It could also get out of hand and make a giant mess, so we are watching this area carefully.
5. Does this system affect... characters, monsters, objects, buildings, terrain?

Yes, the system affects everything in the world.
6. Can players block other players from moving?

Yes they can, which should allow for some interesting battlefield formations. However, not all characters will have the same mass, so a larger character like a Centaur will have no trouble pushing a much smaller Assassin out of the way. Also, some characters may have special powers that enable them to teleport past other players, while others may have powers that prevent players from passing them. Controlling the battlefield will be a key strategy to master!
7. Has this technology been used before?

Yes. The Voxel Farm technology library has been used by Daybreak Game Company on their titles Landmark and up-coming MMO, EverQuest Next.
8. Will any of my ranged powers use physics?

Yes, some powers use physics forces/impulses to push objects around. Some powers create projectiles which can apply forces to whatever the projectile hits and explodes on. A fireball could hit a player, explode and knock them back a few feet. Or maybe a meteor could hit the ground next to a player, knock them into the air and destroy the terrain under them, so when they fall it is a fair distance.
9. Will any of my melee attacks use physics?

We want everyone to enjoy the physics in Crowfall, so yes!
10. Can I use physics to push another player off a cliff? Or down a mountain?

Absolutely, assuming the force applied to them is enough to move their mass. Some of the characters have much more mass than others like the Centaur or the Champion.
11. What physical properties do items have?

All objects in the world will have mass, and a corresponding weight based on the world's gravity. Items in your inventory will not contribute to your avatar's overall mass however.
12. What tactical considerations will I need to take in account during combat?

In most other combat systems the environment is very static and the physics pretty limited. With the introduction of physics and a destructible environment Crowfall is shaking things up, quite literally.

This technology allows all kinds of emergent behaviors that no one has seen before. Imagine blasting a hole in the ground, using a force to knock an enemy into it and summoning a giant rock over the hole.
13. How can players take advantage of this system (shield walls, or tactical formations)?

We anticipate the tank types to have positional control on the battlefields, they will create formations or walls to protect whom or whatever is behind them. In classic MMO's the tanks have protected the more lightly armored members of the group, in Crowfall they may also be protecting a siege weapon or entrance to a tower. Of course the enemy may have specialists who dig through the terrain under those tanks to get to the targets.
14. Do projectiles use physics?

Yes they do.
15. Does that mean that I can be hit by friendly fire?

Wherever possible, yes -- but we have to make sure that this is balanced. Some rules sets (like the infected worlds, which are Faction based) divide players automatically into teams. We have to make sure that players can't join teams specifically to take advantage of friendly fire to grief their own "teammates."

Our plan is to try and apply debuffs to players for doing damage to or killing their teammates (the gods curse you for your incompetence). If this proves not to be a good enough deterrent, however, we may have to turn friendly fire off for particular Campaign worlds.
16. How does this system work with the destructible environment system?

If walls crash down on you, you will take damage. If the ground opens up below you will fall. The environment can be just as lethal as an enemy player.
 

Vitality

HUSTLE
5,808
30
oh baby friendly fire is in, R I P tucos team.

Edit: more notes on FF rulesets:

I'm not entirely sure how you can read an FAQ that mentions the possibility of turning off friendly fire on 1 or 2 of the announced rulesets, and to you that translates to "only FFA has friendly fire".

Make no mistake, we'll be working and testing this area heavily and we'll find what works best for each campaign ruleset. We might find a way to execute it well on all of them, we may not.

It's best not to jump to hyperbolic conclusion's when we're being very forward and open with our thinking with you on this.
 

Vitality

HUSTLE
5,808
30
Also, looks like they listened when I posted about booting up a twitch stream for character modeling:

Next Tuesday at 2:00pm CST, we'll be doing a twitch stream of the creation of the Guinecean Duelist character model! Our friends and partners at OMNOM workshop (who we rely on heavily to help us sculpt our game characters) have graciously offered to allow everyone a chance to see how the sausage is made. In this case, the "sausage" is a talking guinea pig with the saber and a flintlock pistol.
 

Draegan_sl

2 Minutes Hate
10,034
3
Oh this is good. Real good. I'm still a skeptic when it comes to them pulling it off but I'll be a fanboy. Why not? This will really be the anti-zerg mechanism that is needed. Or if you have a large force you need to spread it out to be effective.

And this game has guns too. Sweet.
 

Mr Creed

Too old for this shit
2,385
277
02/19/2015 - Physics + Double Archetype Drop - News & Announcements - Crowfall Community
15. Does that mean that I can be hit by friendly fire?

Wherever possible, yes -- but we have to make sure that this is balanced. Some rules sets (like the infected worlds, which are Faction based) divide players automatically into teams. We have to make sure that players can't join teams specifically to take advantage of friendly fire to grief their own "teammates."

Our plan is to try and apply debuffs to players for doing damage to or killing their teammates (the gods curse you for your incompetence). If this proves not to be a good enough deterrent, however, we may have to turn friendly fire off for particular Campaign worlds.
16. How does this system work with the destructible environment system?

If walls crash down on you, you will take damage. If the ground opens up below you will fall. The environment can be just as lethal as an enemy player.
I like that. Interest-meter rising again I guess. I'm so split on this game, perpetually getting on and off the hype train with each new chunk of information.


Edit:

had not seen the picture before my post, back on the hype train for now! Think we can campaign for red pandas?