Vehicle Physics and Tire Dynamics in Just Cause 4

  Рет қаралды 22,760

GDC

GDC

Күн бұрын

In this 2019 GDC session, Avalanche Studios' Hamish Young explains how Just Cause 4 copes with a wide range of vehicles and player styles though thoughtful design of its tire dynamics and how these relate to the overall vehicle gameplay experience.
Register for the all-digital GDC 2021: gdconf.com/pas...
Join the GDC mailing list: www.gdconf.com/...
Follow GDC on Twitter: / official_gdc
GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. We post a fresh GDC video every day. Subscribe to the channel to stay on top of regular updates, and check out GDC Vault for thousands of more in-depth talks from our archives.

Пікірлер: 38
@dbaron-gamedev
@dbaron-gamedev Жыл бұрын
Amazing talk, I'm working on a racing game prototype, really helps break down the math I needed.
@bzdirt
@bzdirt 3 жыл бұрын
Nice talk! I only wish there were more video examples :) (and syntax highlighting in the code snippets)
@DrTheRich
@DrTheRich Ай бұрын
It sounds like they ended up overcomplicating the fake physics in an attempt to make a simplified alternative to the real physics...
@DigitalContentNetwork
@DigitalContentNetwork 3 жыл бұрын
Wow. Very interesting, thank you for all your insights. Avalanche worked with ID or vice versa about RAGE 2. Great contributuon for that OpenWorld and its physics.
@LB14745
@LB14745 3 жыл бұрын
Just too bad that JC4 had the worst damage model in the series.
@John_Conner_
@John_Conner_ 3 жыл бұрын
That and the physics despite what this guy said were pretty lack luster
@DrTheRich
@DrTheRich Ай бұрын
@@John_Conner_ Sounds like in their attempt to circumvent proper physics, they created a more complicated fake system...
@mmankt
@mmankt 3 жыл бұрын
Great talk, was there live on this talk :)
@sharikobe
@sharikobe 3 жыл бұрын
Isn't that Mad Max on the thumbnail? 🤔
@AngleSideSideThm
@AngleSideSideThm 3 жыл бұрын
Nope it’s Just Cause, look at the rocket launcher on the character
@DigitalContentNetwork
@DigitalContentNetwork 3 жыл бұрын
Mad Max drives awesone.
@LB14745
@LB14745 2 жыл бұрын
Nah, MM didn't have such car.
@PlebNC
@PlebNC 3 жыл бұрын
A wheelie good talk.
@cgpilk
@cgpilk 2 жыл бұрын
It will really help accelerate your learning.
@robertmcdowell6084
@robertmcdowell6084 3 ай бұрын
It definitely steered me in the right direction.
@BrightBitGAMES
@BrightBitGAMES Жыл бұрын
Regarding 12:48 Isn't total_wheel_load the same as vehicle_mass?
@DrTheRich
@DrTheRich Ай бұрын
only in (vertical) rest, because it takes gforces into account, if the car drops down on it's wheels the wheel load is higher than the mass. if the car is flying through the air the wheel load is zero while the vehicle mass stays the same.
@hakanviajando
@hakanviajando 3 жыл бұрын
Thanks for the info, I wish I could understand that math
@x-cry1036
@x-cry1036 2 жыл бұрын
jc4 has some of the worst car physics. idk how to feel about this.
@DrTheRich
@DrTheRich Ай бұрын
Sounds like in their attempt to circumvent proper physics, they created a more complicated fake system...
@haha71687
@haha71687 3 жыл бұрын
How does this system handle being stopped if all forces require slip?
@borzonstudios8638
@borzonstudios8638 3 жыл бұрын
When braking you generate slip, thus a braking force. That will slow down your vehicle until it stops
@haha71687
@haha71687 3 жыл бұрын
@@borzonstudios8638 I mean when parked on a hill. No movement, but still needs to generate force to keep from sliding. How do you handle that?
@borzonstudios8638
@borzonstudios8638 3 жыл бұрын
​@@haha71687 Phsysics explanation (1) and a game implementation (2). 1. On a hill, the car is tilted. This means you have a component of the force of gravity which acts in the longitudinal direction of the car. This wants to pull the car down the hill, but the static friction between non-moving tyres and ground generates elastic deformation on the tyres themselves even when you are standing still. Just like how you would deform the soul of your shoes if you tried to slide it. This elastic deformation generates a force. 2. In a game, I guess you would probably set an if statement. If the car is going less than a certain speed (say speed < 0.5 kph), then apply the static friction formula to the car/tyres. See Coulomb friction on wikipedia. I would probably do it like this.
@ほしかわつくる-s7x
@ほしかわつくる-s7x 3 жыл бұрын
I was waiting for the video of this session!
@Allstreamer_
@Allstreamer_ 3 жыл бұрын
Good talk but he says ahh a lot
@kidShibuya
@kidShibuya 3 жыл бұрын
This guy is why I get bored driving in most games. For a start everybody drives real cars while distracted, they are very easy to drive. The more sim the easier a car should be to drive. Give me understeer and oversteer FFS, keep it fun.
@kubamax9kubowski176
@kubamax9kubowski176 2 жыл бұрын
It’s different when for the most part most people will drive 50-60km/h on a normal day, while in most open world games players would easily push 200+ km/h on tight roads with lots of traffic. More realistic doesn’t make it easier, but there definetely has to be a good balance between realism and gameplay.
@RocketPunches
@RocketPunches Жыл бұрын
You know, you don't have to post something wrong in the comments of a video you didn't understand just because there's a field for it. You can, and should, just do something else with your life. You heard one line at the beginning of the talk about balancing the driving complexity with the gameplay complexity in Just Cause, a game with a high degree of freedom of movement that often interacts with vehicles, and decided this guy was making a boring driving system - while in reality most of this talk is about how to make a system that allows for developer control, solves for complex problems, and fits within a reasonable computational budget. You do not, in fact, have to be an asshole for no reason.
@thatemocat
@thatemocat Жыл бұрын
Coping lol
@latbat58
@latbat58 3 жыл бұрын
Shouldve paid more attention to physics maths n geometry at school
@windy3935
@windy3935 3 жыл бұрын
Best _Just Cause_ entry in the series. Don't @ me.
@jesustyronechrist2330
@jesustyronechrist2330 3 жыл бұрын
This stuff requires way too much math and physics knowledge than my brain could ever muster. Cool stuff! (I guess?)
@Nick-kb2jc
@Nick-kb2jc 3 жыл бұрын
But it’s all basic math and physics….
@LB14745
@LB14745 2 жыл бұрын
All these calculations didn't actually bring amazing and realistic vehicle physics to the game. That's all that matters at the end.
@anonymouseovermouse1960
@anonymouseovermouse1960 5 ай бұрын
​@@LB14745I do think that these explanations are a good resource for eg. hobbyists or indie devs looking for an example of how driving physics can be set up... but, yeah, it's just important to keep in mind that no Just Cause game has good vehicle physics, they're all just awful lmao
@ECfuckingW22
@ECfuckingW22 3 жыл бұрын
Jc4 handling sux
@fuckugplus
@fuckugplus 3 жыл бұрын
yeahhhhh.... like I care... i am flying
6 Months of Making my Racing Game (Apex Rush)
13:31
Hazardous
Рет қаралды 295 М.
Пришёл к другу на ночёвку 😂
01:00
Cadrol&Fatich
Рет қаралды 11 МЛН
Миллионер | 1 - серия
34:31
Million Show
Рет қаралды 2,1 МЛН
Офицер, я всё объясню
01:00
История одного вокалиста
Рет қаралды 4,7 МЛН
Designing Radically Non-Linear Single Player Levels
27:41
The Decline of Vehicle Physics in Arcade Racers
7:18
Gamer Alex
Рет қаралды 30 М.
Exploring the Tech and Design of Noita
31:00
GDC
Рет қаралды 228 М.
Space Dust Racing UE4 Arcade Vehicle Physics Tour
6:59
SpaceDustStudios
Рет қаралды 92 М.
I Made My Racing Game Feel More Smooth
11:18
Hazardous
Рет қаралды 281 М.
The Physics of Racing Games
9:56
Real Engineering
Рет қаралды 530 М.
The Science of Off-Roading: Uncharted 4's 4x4
29:13
GDC
Рет қаралды 39 М.
Пришёл к другу на ночёвку 😂
01:00
Cadrol&Fatich
Рет қаралды 11 МЛН