A few questions about this game's engine
Posted: Wed May 15, 2019 10:19 pm
I'm confused about a few things I see in this game, and am wondering if a developer would be willing to answer my questions. I am asking out of curiosity more than anything.
First question is, why are you using Havok physics engine? Don't get me wrong, its a great tool. It was used in source engine to great effect, and the physics puzzle sequences in Half Life 2 that the game is famous for would not have been possible without Havok. However, for a game like Kenshi, the only real use I see for Havok is ragdolls and the navmeshes. The ragdolls in Kenshi are often hilariously buggy and stupid looking. I sometimes see a person fall unconscious from starvation, and then their body flies away like it was hit by a freight train. Sometimes it works great, but other times it glitches out and looks stupid. You could probably make animations for people falling over after combat death or otherwise, and it would look much better, though it could get a bit repetitive unless you make a ton of variants, but wouldn't the performance increase be worth it? It also appears that movement collisions are entirely done with characters moving on networks of invisible faces that can be cut and added to by placed objects and buildings (navmeshes), which Havok does provide. However, Havok's system has a ton of bells and whistles that I don't think Kenshi needs, as it is designed more for games with full 3d movement, so maybe a custom solution would work better? It just seems overkill to me, but if I'm wrong please educate me. I want to learn more about this stuff.
Another question I have is, what version of Ogre are you using? 1 or 2? And if 1, do you plan on moving to two to make use of the processing and graphical power it provides?
First question is, why are you using Havok physics engine? Don't get me wrong, its a great tool. It was used in source engine to great effect, and the physics puzzle sequences in Half Life 2 that the game is famous for would not have been possible without Havok. However, for a game like Kenshi, the only real use I see for Havok is ragdolls and the navmeshes. The ragdolls in Kenshi are often hilariously buggy and stupid looking. I sometimes see a person fall unconscious from starvation, and then their body flies away like it was hit by a freight train. Sometimes it works great, but other times it glitches out and looks stupid. You could probably make animations for people falling over after combat death or otherwise, and it would look much better, though it could get a bit repetitive unless you make a ton of variants, but wouldn't the performance increase be worth it? It also appears that movement collisions are entirely done with characters moving on networks of invisible faces that can be cut and added to by placed objects and buildings (navmeshes), which Havok does provide. However, Havok's system has a ton of bells and whistles that I don't think Kenshi needs, as it is designed more for games with full 3d movement, so maybe a custom solution would work better? It just seems overkill to me, but if I'm wrong please educate me. I want to learn more about this stuff.
Another question I have is, what version of Ogre are you using? 1 or 2? And if 1, do you plan on moving to two to make use of the processing and graphical power it provides?