Rockstar to Use NaturalMotion Technology in Upcoming Games 39
CVG reports that future Rockstar titles will feature NaturalMotion technologies in an effort to make the games more realistic. Specifically, Rockstar will be licensing the 'Euphoria' engine, an advanced physics and substance simulation model already in use in several upcoming LucasArts titles. There's no word in the article on which games will feature the technology, but this certainly seems like something that would fit well with the sandbox style games of the GTA series. " Employed in the recently revealed The Force Unleashed, euphoria simulates the human body and motor nervous system. It means that in-game characters are fully interactive and always react differently to external influences, ultimately leading to a more life-like experience for the player. Specific reference to how euphoria 'uses the processing power of PLAYSTATION 3 and Xbox 360' to simluate the human body and motor nervous system was made in the announcement. While Rockstar is yet to name games using euphoria, its integration of the tech is well advanced."
good news! (Score:5, Funny)
That's great news. Because peoples' main complaint with RockStar games is that the movements aren't realistic enough.
Re:good news! (Score:5, Funny)
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Re:good news! (Score:5, Insightful)
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If this is saying we're going to have real-time physics in the GTA series, I'm all for it. I honestly love GTA and I think something like this would make it all the better, all Hot Coffee jokes aside. Although they are pretty funny.
Collision detection (Score:2)
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Sweet. (Score:3, Funny)
finally (Score:4, Funny)
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Re:Speaking of Euphoria (Score:5, Funny)
Yes, no more artificial limbs in the name of God, thanks.
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Well.... (Score:3, Interesting)
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The first one has a mistake:
Anti-slip control for a legged robot and realisitc simulation of a legged creature [uspto.gov]
does this make it invalid?
from here: http://animats.com/topics/patents.html [animats.com]
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NaturalMotion isn't quite as dynamic as it may appear. It's not doing a full physical simulation most of the time. There's still considerable use of motion capture data and kinematics. Blended approaches like that are the norm in animation; full control of a humanoid character with real physics is still not that great. There's continual progress, though. Today, we have the MIPS and many of the algorithms. When I was first working on this, we had 20 MIPS, and things were rather slow. We could get the
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About Time (Score:3, Interesting)
It's about time people start using this kind of stuff. I know it's very CPU intensive so it is only now becoming more viable in a game. Still I would prefer this kind of technology and DreamCast or even PS1 quality graphics over the stuff the 360 and PS3 can make without this technology. I've seen videos and game-play of the recent Madden games and while they often look stunning, they still have these errors. Feet "pop" or "slide" as the mo-cap doesn't match up to exactly what's happening.
While this can be a little blip in these games, in other games (say an adventure game) it can be very obvious that these problems are going on and somewhat distracting.
All I ask from "next-gen" is foot-planting. They can be more than just more poly's and shiny effects.
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NaturalMotion? Euphoria? (Score:1, Funny)
The Real Power of Next Gen Systems (Score:2)