Blackberry said:
You called physics “the sleeping princess of gaming, so what does gaming look like when she wakes up!?
As said, i believe in a transition from passive and dead rigid bodies towards active and living robotics.
Currently all characters are doen using animation, extended by animation blending and IK.
The extensions do not solve the primary limitation of animation: It's static, predetermined data. It's not dynamic, and it can not adapt to player interactions. It's actually a tool for offline animations at Pixar and Disney, but it is not the right tool for us.
Once we replace aniamtion with actual simulation, we can break the chains which hold us back.
I'm not yet sure what kind of new games this enables - we will discover that while working on it.
Question is: Why haven't it been done already? I can tell the HW is ready at least since the PS4 generation, because robotics simulation is not that expensive.
Currently the only game i know which claims to do it is Examina. But that's still puppets on strings - ragdolls hold upright with external force. That's not a simualtion of the real thing, and it does not add much to standard animation blending and IK.
There is also Natural Motion, used in some Rockstar and Remedy games afaik, but in game results did not impress as much as their marketing videos. Currently they do not even list their character simualtion middleware on their webpage anymore, so maybe it's dead.
Obviously it isn't done yet becasue it's hard. For a long time, Boston Dynamics was the worlds only company who could build self balancing robots which can walk and run. We need to do the same, and it won't be any easier to us. Considering we also want melee combat and other character interactions, we even need to beat Boston Dynamics.
Recently it became a lot easier with the use of AI controllers. The dev of the Newton engine is workign on this for years already. But afaik he has not yet achieved a self balancing / walking humanoid robot. So i conclude he does not really get quicker to the goal than i did back then, when i worked on this. (It took me 5 years to get self balancing and some clumsy walk.) I also assume AI controllers will lack precise control hindering design, ML also is a form of static data, training will be costly and achieving the intended results will be a matter of tedious trial and error. On the other hand, AI can easily learn new complex actions and behaviors from new sample data, while i need to code everything manually an some things like a dancing couple feel just too difficult.
In the end we might end up mixing a lot of stuff - animation, human engineering on control problems, and machine learning. Idk.
But no matter how - i'm sure this is the next big thing in video games. Currently the AAA Titanic is sinking, but don't worry - the future is ours… \:D/