The Tech That Powers Megaton Rainfall, Launching Today on PS
Posted: Tue Oct 17, 2017 12:43 pm
The Tech That Powers Megaton Rainfall, Launching Today on PS VR
Holiday 2012. I was sitting on my coach with my laptop warming my legs, playing around with a very early version of Megaton Rainfall (although it wasn't named at that time). On screen I had a simulation of buildings collapsing depending on where you shoot them. It was looking fantastic. I remember thinking "Oh my god, this is cool," and I decided I would finish this game until the end (which involved quitting my job).
Like everyone else, I like Hollywood blockbusters with a lot of explosions. And there's one thing explosions in films do well and games don't.
Most explosions you see in games are not procedural, and do the following. Let's say a house receives a hit from a RPG and explodes. At the time of the explosion, they replace the "house" mesh by a "wrecked house", and at the same time they add a particle effect (fire, smoke and debris). The problem is discontinuity. You notice the cut, an abrupt change in the first frame of the explosion, so you don't feel the house is what exploded. Besides, the "wrecked house" doesn't have a hole in the exact location of the RPG (because it was modelled by an artist who didn't know where it would come from).
http://feedproxy.google.com/~r/PSBlog/~3/RTNi_z0ZYWg/
Holiday 2012. I was sitting on my coach with my laptop warming my legs, playing around with a very early version of Megaton Rainfall (although it wasn't named at that time). On screen I had a simulation of buildings collapsing depending on where you shoot them. It was looking fantastic. I remember thinking "Oh my god, this is cool," and I decided I would finish this game until the end (which involved quitting my job).
Like everyone else, I like Hollywood blockbusters with a lot of explosions. And there's one thing explosions in films do well and games don't.
Most explosions you see in games are not procedural, and do the following. Let's say a house receives a hit from a RPG and explodes. At the time of the explosion, they replace the "house" mesh by a "wrecked house", and at the same time they add a particle effect (fire, smoke and debris). The problem is discontinuity. You notice the cut, an abrupt change in the first frame of the explosion, so you don't feel the house is what exploded. Besides, the "wrecked house" doesn't have a hole in the exact location of the RPG (because it was modelled by an artist who didn't know where it would come from).
http://feedproxy.google.com/~r/PSBlog/~3/RTNi_z0ZYWg/