Why don't all games calculate explosion damage like this?

Why don't all games calculate explosion damage like this?

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because you can barely run it one on the best hardware there is and the only way to implement it right now is to use big colored cubes for graphics

im guessing the framerate

so they can run at more than 3 fps

I'm talking about explosion damage to health caused by being hit by debris, not about the destruction "damage" I don't care if it's just some particle effects being generated from the explosion.

Accurate collisions are computationally intensive so it's easier to just plop a giant blob onto the map and say "anything here takes X amount of damage." You'll notice that whenever there's a giant unscripted explosion in Half-Life 2 single player, you usually don't see more than a dozen things flying at once instead of 600 individual bits that could individually crack your skull open.

Depending on the explosion and your distance from it you could sustain a real injury from the shockwave, heat, actual flames or any number of other things

i just bought a 3080 but dont know what to play with it. is this worth 20 sheckles?

Not only that but the way it's usually done it's actually consistent. Explosions are unpredictable and that makes a bad gameplay experience unless you are specifically looking for that realism.

Yeah, it's a nice techdemo.

>every wall completely destroyed
>ceiling still stands
>turns out it's being held up by one voxel of glass
Still a cool idea but the gameplay itself is pretty trash.

The tech is really limited and drops a lot of frames even on high end hardware. Worth pirating to mess around with for 15 minutes or so though, the gameplay itself is really mediocre. The last chase level is kinda fun but the rest is boring. Get a 100% save too it's really grindy to unlock the tools since the "gameplay" is so boring. webm related someone else posted it inte hoelast tehard

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cant they just fake it by doing saying the cpu to calculate if its in like now a normal circle area but then do a coinflip of like chance and the closer the bigger the chance but then if the conflip is positive itll then first play a particle animation with a debry that hits the player and then deal the damage? I don't care if it's actually physically calculating all the debris like raytraciing I dont care that its more realistic if u can fake it and game runs better and I cant tell anyway who cares.
Yeah but can't u do both just calculate debris further away too
I mean for competitive games I would agree but those suck anyway, it just makes explosive weapons feel better cause you can land a critical kinda sometimes and thats fun

Because it's a complete waste of resources when in the reality of an actual explosion you have a 99.9% chance of being hit by all possible debris if you are in the blast radius. There's a reason it only makes the news when someone doesn't get killed by a grenade.

>how many fps do you want with that explosion?
>some

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also, red faction already did this but better and less demanding

when have u ever heard news of someone not being killed by a grenade and there is no safe distance from a grenade even if you're 10 miles away but if it's 99.9% how come they don't just drop a single grenade? and destroy everything in 10 miles? its only 9.99#$ at ahcertain d ifiertance

Take your meds schizo

oh yeah no the game sucks I agree its got more limitations than even red faction like u said and theres no smart engine development or algohritms hes making hes just said oh pcs are kinda good enough now where I can just simulate all destruction with voxels and kinda get similar results to what smart programmers could do a decade ago without having to be smart but it doesnt runs worse and has more limitations because computers werent fast enough after all and he had to gimp it all down

>when have u ever heard news of someone not being killed by a grenade
en.wikipedia.org/wiki/Kyle_Carpenter

As for the rest of your schizo post I have no idea what you're even trying to say so I can't really help you with that. Hope you find the help you need.

Can you design a good game around it that runs on consoles? No?
Then it is unfeasible.

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that's not news thats wikipedia I didn't claim it never happened

this sentence is so matter-of-fact and understated compared to the webm that it legitimately made me laugh out loud

It was also in the news, I'm just linking you to the most exhaustive source of information on the incident. I'm genuinely curious what disability you have though, I'm not trying to make fun of you.

I'm on shrooms sorry

Maybe you should go do something else, and stop posting here. I recommend Silent Hill 2.

Got any less spooky recommendations user

No.

ok

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>when have u ever heard news of someone not being killed by a grenade
They're actually not really designed for maximum lethality. A they're made to shit out a lot of shrapnel that creates an energy and resource sink the enemy forces now have to deal with in terms of wounded soldiers.

because then its not a game dum dum. if a game isnt a game then its a fucking explosion damage calculator and thats dangerous in the wrong hands

That would be great tho.

>shoot a rocket at house
>everyone near and inside the point of impact, including you, get instantly shredded to bits by the debris
>several guys a bit away take severe damage from debris that went flying far
>one piece lands on a guy's head, killing him instantly

yeah ok dude and call of duty is a military training

Not to mention that in table top games you calculate damage like this by range because its just a single dice roll instead 14,000 so it gets grandfathered into vidya mechanics because of expectations.

>just a single dice roll instead 14,000
Yeah but you could literally just do two dice rolls, one like we do now and one with lower odds but higher distance and then just have an animation after the coinflip doesn't need to actually calculate all the debris

I'd rather see overpressure as a mechanic. Shoot a bazooka or something from inside an enclosed space and you turn everyone in there with you into red paste because you're the most easily compressible things.

Exactly

that would be sweet but more harder to computate again

>This is your brain on leftism

You're even more schizo than he is, holy shit

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It's a shame that we have all this new tech coming out with state of the art hardware and the best they can do is "prettier reflections and lighting", and gameplay is otherwise the same.
Fuck, at the start of what is now the LAST generation we had a game that simulated a whole hierarchy of enemies and how if you killed or mind-controlled one it would affect everything along the chain or cause big upheavals. And that was 7 years ago, and I can't think of anything that's really done anything more impressive.

I just figure as long as we're blue-skying that's been one of those things I'd like to see in vidya.
I could imagine a pretty fun platforming puzzle game build around variable fluid dynamics.