www.tombraiderforums.com

Go Back   www.tombraiderforums.com > Tomb Raider Series > Tomb Raider II

Reply
 
Thread Tools
Old 11-09-18, 15:48   #21
Samz
Professor
 
Samz's Avatar
 
Join Date: Jun 2018
Location: Helheim
Posts: 2,720
Default

Quote:
Originally Posted by NoahCrofRaider View Post
Pretty much me, lol. I always thought it was physics-based or potentially programmed.
I guess that shows how convincing it was, I was starting to wonder if it was physics myself, its quite convincing, if the series was PC Exclusive I would have just assumed it was some sort of early physics that was only on the Braid.
__________________
"What does it mean to a Tomb Raider?,It means to collect artifacts for sport"
Samz is offline   Reply With Quote
Old 13-09-18, 00:20   #22
Legends
Tomb Raider
 
Legends's Avatar
 
Join Date: Apr 2006
Posts: 16,575
Default

Interesting topic. I've always wondered about this too.
Legends is online now   Reply With Quote
Old 13-09-18, 21:39   #23
Uzi master
Relic Hunter
 
Uzi master's Avatar
 
Join Date: Jul 2009
Location: Canada
Posts: 6,537
Default

Quote:
Originally Posted by NoahCrofRaider View Post
Pretty much me, lol. I always thought it was physics-based or potentially programmed.
It is physics though... Just because a game doesn't use a pre-done library like havok doesn't mean it isn't using physics

It is relatively simple, of course.
Uzi master is offline   Reply With Quote
Old 14-09-18, 01:17   #24
NoahCrofRaider
Professor
 
NoahCrofRaider's Avatar
 
Join Date: Jun 2015
Location: United States
Posts: 4,638
Default

Quote:
Originally Posted by Uzi master View Post
It is physics though... Just because a game doesn't use a pre-done library like havok doesn't mean it isn't using physics

It is relatively simple, of course.
Well, I meant a different type of physics, I guess. I can’t place it into words, but idk, trust me on this.
__________________
Iconic™.
NoahCrofRaider is offline   Reply With Quote
Old 14-09-18, 02:51   #25
Uzi master
Relic Hunter
 
Uzi master's Avatar
 
Join Date: Jul 2009
Location: Canada
Posts: 6,537
Default

Could you give an example at least? Of something that is what you mean?
Uzi master is offline   Reply With Quote
Old 14-09-18, 04:12   #26
Kirishima
Historian
 
Join Date: Oct 2011
Posts: 391
Default

I can only wonder if the code for the hair was improved upon for TLR/Chronicles. It looks much more fluid there and less a jittery mess.
Kirishima is offline   Reply With Quote
Old 14-09-18, 04:28   #27
Uzi master
Relic Hunter
 
Uzi master's Avatar
 
Join Date: Jul 2009
Location: Canada
Posts: 6,537
Default

That's because those games added a psuedo-skeletal animation system. Notice how every animating object, characters in particular, is made up of blocks that clip into eachother? The engine didn't have proper skeletal animations, where the model can actually be changed dynamically. 4/5 used a workaround to make Lara herself function like she was using skeletal animations, meaning the connections between each animated part of her are now smooth and connected, e.g. upper leg to lower leg, lower leg to foot.

This applied to her hair to, so instead of a bunch of blocks dangling from eachother it was one long block that contorted at certain points. The actual movement was the same, but the hair itself was smoother, and would change shape slightly.

Last edited by Uzi master; 14-09-18 at 04:35.
Uzi master is offline   Reply With Quote
Old 14-09-18, 06:58   #28
thabani33
Explorer
 
thabani33's Avatar
 
Join Date: May 2013
Location: on the moon
Posts: 985
Default

This is very intriguing and it's amazing that the braid never glitches or had any bugs despite the feature being very old.

I wonder, is there any instances in the games where this "physics" feature was implemented in? It would have been cool if they used this for some puzzles.
thabani33 is offline   Reply With Quote
Old 14-09-18, 14:11   #29
Samz
Professor
 
Samz's Avatar
 
Join Date: Jun 2018
Location: Helheim
Posts: 2,720
Default

Quote:
Originally Posted by thabani33 View Post
This is very intriguing and it's amazing that the braid never glitches or had any bugs despite the feature being very old.

I wonder, is there any instances in the games where this "physics" feature was implemented in? It would have been cool if they used this for some puzzles.
Sadly not to my knowledge, probably because TR was always sorta already on its "Last legs" during the late-ps1 Era games with the Draw distance/Lag on consoles.

Though I do agree that more physics puzzles would be great.
__________________
"What does it mean to a Tomb Raider?,It means to collect artifacts for sport"
Samz is offline   Reply With Quote
Old 14-09-18, 17:53   #30
NoahCrofRaider
Professor
 
NoahCrofRaider's Avatar
 
Join Date: Jun 2015
Location: United States
Posts: 4,638
Default

Quote:
Originally Posted by Uzi master View Post
Could you give an example at least? Of something that is what you mean?
I guess I meant something like a form of hair physics that are very similar to how a braid would behave in real life. Or a load of animations for the braid when moving in different directions.
__________________
Iconic™.
NoahCrofRaider is offline   Reply With Quote
Reply

Bookmarks

Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off



All times are GMT. The time now is 00:02.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2018, vBulletin Solutions Inc.