Re: FIFA 09 Discussion Thread
We are a LOOOOOOOOONG way from that kinda stuff, Trance. A LONG LOOOOOONG way. Simulating muscles and individual body parts to be specifically injured in real time? Can't see that happening anytime in the next five years.
So if one of my players snaps his leg in real life i cant play him again until FIFA 10?
Thats just fucking silly.
That's a good point. What happens in NBA 09 if a top player is injured for the season? Is he useless for the 09 season of the game then?
Well, I wasn't limiting myself to 5 years specifically.
First of all, simulating bones and such is not that advanced. In the easiest way, all you'd need to do is model a skeleton, and then use a system like what might be used in Crysis etc for breaking wooden planks (which is calculated in real time). There are no fixed breakage points that are predetermined ("scripted" if you will), but the wood breaks and splinters realistically, via random damage generators, at the point where force is excerted (like a shotgun blast). All you need to do is translate that to the player models, and make the bones as sturdy as real bones are. Then to make realistic collisions you again can use euphoria, basically a mix between ragdoll and procedural animation. The program can sense anywhere on the player models where a force is applied, and if the force goes over a certain threshold there will be damage.
The reason Euphoria is so important is because everything in that game, from walking to running etc, is based on physics.
So, if an opponent goes in and tackles you studs first on the ancle, if his leg is tensed (so that his muscles are keeping is straight) then all his energy would be transferred into your ancle. But, if the player doesn't tense his leg, then his knee would bend and your ancle would be much better off. Having completely stiff players moving with older animation techniques running around would be hard to manage. Having a certain amount of ragdoll on everything (as in real life), you will always get realistic results in impacts, since if you punch someone in the face, your hand is slowed down by the force aswell which limits the damage, rather than just keeping the same speed through the punch (there is a difference punching someone in the face at 50km/h and hitting someone in the face with a car at 50km/h, the hand has less mass behind it and thus has less kinetic energy to transfer). Otherwise nudging someone in the face with the index finger, with an unadaptable animation, would cause the same damage as a car. The laws of action/reaction need to be in place, and Euphoria has a great way of simulating mass and collisions (Just play GTA4 and run some people over with a car, or go around pushing people etc).
Also while breaking wooden planks in a game realistically might take lots of computer power, you'd obviously not have many bones break per game. Almost always they will be skeletons running around not doing anything (The whole system is completely hidden and inactive until a force strong enough is detected to necessitate doing the needed calculations). If you play Crysis and blow up a hut in the woods, the game starts lagging when the bomb goes off, since there is a sudden need to calculate huge amounts of material breaking apart. But when not activated it doesn't take up much resources.
And, you wouldn't even need to be all that advanced. Just model 10-15 of the big bones/body parts (arms, legs, torso, head, spine etc), and when a big collision enough is detected, they break. Today the collisions are calculated for force, so that the proper animation can be executed based on the force of the impact.
So it's a matter of combining techniques that already exist today to make very realistic damage to bones etc. As for muscles, all you'd need there is the same principle, if a knee goes into someones thigh muscle, they go down hard. Depending on the force, a realistic assumption on how muscles react to different forces will determine how badly injured the player gets.
You could even get the look of the muscles just right by using a softbody model to make the muscles move and flap around. With the same principle that a shower curtain might move when you walk through it in a game like Hitman or Splinter Cell.
Hardware power is the only limitation as far as I can see.
Also, the injury system could be exactly the same as today, only the way the player is injured changes. If he breaks his neck, he could be out for 30 weeks (sort of the standard PES "long-injury" time).
If you play a friendly the injury obviously doesn't carry over to other games.
But it would be very cool if you could unleash an Adriano bomb, hit an opponent in the arm and have him being carried off the field with a broken arm.
Something to look forward to anyways, right?
