Wow, I'm REALLY impressed by this. When he showed the slope alignment I was like "meh, every AAA game has this nowadays" it's even implemented in certain engines as a default feature. But when he showed the procedural leg movement to get over obstacles and stuff I was stunned. Okay, it may has some flaws but this is, I think, the best result I've ever seen in a video game to date. Good job!
@@caffrey75 The only really new things here are how they're doing it and the tesselation. Procedural animations produced by IK manipulation at runtime has been going on for a long time. I did it myself in Unity 3, which came out in 2010. You could also look to games like Mirror's Edge and Assassin's Creed who did the anticipation of movement like this in the mid 00s'. So no, it's not *that* impressive to reinvent the wheel. It's neat, though.
J B Bro I’m also using unity for a long time Try to make your player walk up and down stairs smoothly like that It’s really difficult and complex Yes it’s possible in unity but the results r never so smooth specially on stairs and during active animations
Honestly this stuff here isnt too impressive. Like others said it's been done in games before this. I remember Dark Souls 3 having this. The biggest issue right now with this is that the upper body doesnt react to the movement of walking over obstacles or up or down slopes. Doesnt raise his elbows or shoulders to help balance the their weight of running down slopes or stepping up on to or over things. It's very meh looking for now.
@@jamesgellert1263 He needed 2 years to achieve some independent knowledge, but you sure can make a game in 10min or less. But how much did you learned from that 10min gamedev?! 2 years is too long if you use every single day, hour, min, sec, etc; There are people that only create games in their free time, they're no like a game developer or a software programmer that usually does bunch of things everyday. 2 years is a quite small amount of time compared with people who struggle 4/5 years just to learn how to program or make their video games, most of these people only use their free time or the weekends to create/learn those things.
I Its incredible how they give the sand and dirt weight on the planet surface. Instead of a prerendered baked surface like most games use....Foot prints look amazing..
Oh Yes !!! The particle physics that allows dust to blow over terrain and around objects like trees rather than through them; and now This. So glad Star Citizen has fixed two of the biggest issues in game environments that always destroy our suspension of disbelief while playing. Very Good indeed
@@AGOGOATHOTH As it stands atm you are not wrong lol They did a tech demo of their new particle physics in the back on the Hammerhead engine room, looks Really good. Well, am saying they have the tech, even if they have clearly not implemented it all yet. Time will tell, hopefully not too much time though ofc ;)
I'm saddened by the fact that I don't see a single comment about prototype 1 or prototype 2. Those games had this spatial awareness system and prototype 1 was released in 2009, back when even ik foot placement was very rare. The movement and animation work in those games, especially prototype 2, is absolutely amazing.
Can't even imagine how hard it gets where you start working on actual weight balance and momentum because humans actively use those when dealing with obstacles. Would be funny to play a first person game where you trip if there's some tiny object behind you when walking backwards.
It's incredible that his team managed to produce that much without things like machine learning. There was a similar lecture held by Ubisoft that tacked this problem as well. But from what I remember, the generated animation in that method were only tested on relatively smooth terrain. Usually in academia, this problem of locomotion generation on rough terrain is handled with methods that use deep reinforcement learning, one of which was also presented by Ubisoft in collaboration with McGill university. The subsurface terrain generation for physics engine, presented in the current lecture, wasn't really proposed by the other methods, but at the same time, it manages to solve the problem, for the most part, without resorting to more computationally demanding solutions. So...even if Star Citizen won't get released until the year 3000, I still applaud the developers' effort into making this particular game mechanic possible.
This seems to work much better than simple ray tracing from the feet. But I have to wonder what kind of overhead this creates for a multiplayer solution.
IK and foot placement perfect, terrain tessellation perfect but then physics tessellation, probably you might need some incredible engineering to pull the stunt but I believe it's possible in Unity
Lads it actually is quite simple to do in Unity with the new animation rigging package. Theres a couple of good tutorials out there to get started and it really is an amazing free asset.
neural networks will handle footsteps in a near future. in fact its already been demonstrated in a number of papers. maybe in a hundred years game engines will start implementing such features.
@IHasNoLife Productions this was done on the basis of unity3d, video from November 1, 2008 ruclips.net/video/v2q5kuic6HA/видео.html runevision.com/multimedia/unity/locomotion/
Thank God it was 2017. Because the part at 9:31 (at least) has no realism at all In real life its impossible to hold a gun at eye level, aiming around and at the same time to walk over obstacles on an unevem terrain most probably you will break your ankles or simply you will fall down. He even walk backwards like he knows whats behind him and he jumps obstacles in reverse speed lol Totally ridiculous
Dude, it's a game. What do you expect to happen? Fall over if you're not looking where you walk? I don't think that would make for a very fun game. Sometime you don't really have a choice but to sacrifice realism if you want the game to remain fun.
@@otni6115 If you spend 1 gazillion of dollars to add "realism" to a game then you should make it "real-realism". Not a ridiculous puppet with reverse speed. LOL A wrong appoach is a wrong approach. Get a broomstick, hold it on your eye level like a riffle and try to walk like this in your own house or backyard (an environment you know perfectly) and you ll see its impossible. You wont even be able to avoid a big table. Imagine how impossible is to do that in an unknown environment. You can only walk like that in forward direction. Simple as that. All the rest and Dude, Mude, Fude is airtalk.
@@psyxiatros1 I don't disagree, but would anyone actually play a game that has a system like that impemented? I doubt it to be honest. OK it would be super realistic but imo it would be boring as hell triping over things unless your constantly focused on the ground. If you have an example of a game that implements such a system I would be interested to see.
@@otni6115 Which makes us face the original problem Wrong approach. Its a game. A game has to have some logic too. But some. Exactly because (as you said) if you made a simulation of the world, not only it wouldnt be playable but it wouldnt even load. Its useless to spend millions trying to find a super duper procedural algorithm to make a soldier walk on water. Just make the sucker walk on water You dont need to spend millions to teach him how to become a procedural Jesus Christ to walk on water. It simply wont be realistic anyway. But if they dont do all these stupid approaches, if they dont show the world how much they spend in bullshit uselss R&D How else will they charge you 50 $ a game ?
@@psyxiatros1 Haha totally. To be honest I had no intention in buying this game (and no pre-orders is a personnaly rule of mine anyways). I just find It interesting how they tackled the problem. Like you and others have said, they've taken a long time and a lot of money when there are already other solutions that can do 90% of what they have done here. But that extra 10% is what makes games move forward. If no one takes the time to try these sort of things games will never get better. If you have purchased the game I can understand that you may be upset. But personally I have mad respect for the work and effort they have put in to what may be considered a relatively minor detail, and I hope it helps move game development forward.
Wow, I'm REALLY impressed by this. When he showed the slope alignment I was like "meh, every AAA game has this nowadays" it's even implemented in certain engines as a default feature. But when he showed the procedural leg movement to get over obstacles and stuff I was stunned. Okay, it may has some flaws but this is, I think, the best result I've ever seen in a video game to date. Good job!
@Allan Reford Er...yeah it actually is impressive - even three years later!
@@caffrey75 The only really new things here are how they're doing it and the tesselation. Procedural animations produced by IK manipulation at runtime has been going on for a long time. I did it myself in Unity 3, which came out in 2010. You could also look to games like Mirror's Edge and Assassin's Creed who did the anticipation of movement like this in the mid 00s'. So no, it's not *that* impressive to reinvent the wheel. It's neat, though.
@Allan Reford worng dymmyu head acuitally ik isntf tfhe ijmpressive partg its bedfcause thered is thed orecuderal animationk
J B Bro I’m also using unity for a long time
Try to make your player walk up and down stairs smoothly like that
It’s really difficult and complex
Yes it’s possible in unity but the results r never so smooth specially on stairs and during active animations
Honestly this stuff here isnt too impressive. Like others said it's been done in games before this. I remember Dark Souls 3 having this. The biggest issue right now with this is that the upper body doesnt react to the movement of walking over obstacles or up or down slopes. Doesnt raise his elbows or shoulders to help balance the their weight of running down slopes or stepping up on to or over things. It's very meh looking for now.
Watched this in 2019, was all giberrish, now I understand everything and it blows me away. The physics tessellation.
So it take you 2 years to learn how to program video game?
@@jamesgellert1263 takes longer than one expects
@@jamesgellert1263 depends on a lot of things
@@jamesgellert1263 He needed 2 years to achieve some independent knowledge, but you sure can make a game in 10min or less.
But how much did you learned from that 10min gamedev?! 2 years is too long if you use every single day, hour, min, sec, etc; There are people that only create games in their free time, they're no like a game developer or a software programmer that usually does bunch of things everyday.
2 years is a quite small amount of time compared with people who struggle 4/5 years just to learn how to program or make their video games, most of these people only use their free time or the weekends to create/learn those things.
Yes!!! I love that this is being addressed. This a huge immersion breaker in games.
This was the best presentation of the event. The whole event was amazing but this is phenomenal.
Are we seriously going to ignore that this legend used windows media player to play the videos?
That was awesome. Best part of the panels for me
I
Its incredible how they give the sand and dirt weight on the planet surface. Instead of a prerendered baked surface like most games use....Foot prints look amazing..
Oh Yes !!!
The particle physics that allows dust to blow over terrain and around objects like trees rather than through them; and now This.
So glad Star Citizen has fixed two of the biggest issues in game environments that always destroy our suspension of disbelief while playing. Very Good indeed
I can't tell if this sarcasm or not lmfao
@@AGOGOATHOTH As it stands atm you are not wrong lol
They did a tech demo of their new particle physics in the back on the Hammerhead engine room, looks Really good.
Well, am saying they have the tech, even if they have clearly not implemented it all yet. Time will tell, hopefully not too much time though ofc ;)
7:09 I love lighting like that
host:
Rocks you see here...
Crowd:
*ovations*
host:
hehe
I love this community :D
If Arma 3 had what was displayed before the 10 min. mark in this video, the animations wouldn't be such an immersion-breaker.
I don't know anything about Star Citizen but I learned a lot about animation here.
I'm saddened by the fact that I don't see a single comment about prototype 1 or prototype 2. Those games had this spatial awareness system and prototype 1 was released in 2009, back when even ik foot placement was very rare. The movement and animation work in those games, especially prototype 2, is absolutely amazing.
It's so beautiful, I need to learn this ;-;
Two Minute Papers has some great videos on this realisticmovement ai stuff
Can't even imagine how hard it gets where you start working on actual weight balance and momentum because humans actively use those when dealing with obstacles. Would be funny to play a first person game where you trip if there's some tiny object behind you when walking backwards.
This innovation has been long over due in games. Of course CiG will pave the way. I thought this was the coolest panel.
GTA 4 was truly ground-breaking.
this is beautiful
It's incredible that his team managed to produce that much without things like machine learning. There was a similar lecture held by Ubisoft that tacked this problem as well. But from what I remember, the generated animation in that method were only tested on relatively smooth terrain.
Usually in academia, this problem of locomotion generation on rough terrain is handled with methods that use deep reinforcement learning, one of which was also presented by Ubisoft in collaboration with McGill university. The subsurface terrain generation for physics engine, presented in the current lecture, wasn't really proposed by the other methods, but at the same time, it manages to solve the problem, for the most part, without resorting to more computationally demanding solutions.
So...even if Star Citizen won't get released until the year 3000, I still applaud the developers' effort into making this particular game mechanic possible.
At moments it is almost uncanny how well it works
5 years later and its sill an issue.
does anyone think this game will be ever released? I don't have very high hopes for it
Anyone know how to do the ray scanning system? I search how to do it, but I couldn't find a single video about it..
This seems to work much better than simple ray tracing from the feet. But I have to wonder what kind of overhead this creates for a multiplayer solution.
@BoyThicc someone knows shit all about how games work lol
In other words raycasting, of course raytracing is for graphics. Not trying to be pedantic , that’s just what they meant :p
@@therealwhite deez nuts
"Is it possible to learn this power?" where can I learn how to implement this on unity, for example...
Not from a jedi.
I'm afraid, the answer is to code it from scratch and in C++
IK and foot placement perfect, terrain tessellation perfect but then physics tessellation, probably you might need some incredible engineering to pull the stunt but I believe it's possible in Unity
Lads it actually is quite simple to do in Unity with the new animation rigging package. Theres a couple of good tutorials out there to get started and it really is an amazing free asset.
PERFECT!
Is it implemented yet or not? I was playing SC this week and doesn't feel like this is working.
Wow! Smooth man...
Will there ever be a training course for this ?
This is called inverse kinematic
is this in game already?
Der Typ hat Englisch durchgespielt, aber inhaltlich nice +1
also do you there there might be connection between constantly referring to the player as "him" and the fact your audience is almost entirely male?
And this folks is part of the issue with how Star Citizen is a pain to run
Wow, the beginning with the animation ... I'mp indiedev and I can't make a reveal with this issues. Maybe I'm too perfectionnist
Sliding?
this we passed, the *ss from the nape should not move away more than 1 meter and the eye should not be reflected from the nail of the thumb
GAME NAME
neural networks will handle footsteps in a near future. in fact its already been demonstrated in a number of papers. maybe in a hundred years game engines will start implementing such features.
12:40 😂
Amazing, now please get NPCs to work and off the chairs!
congrats on spending 9 years on implementing ikinema plugin.
@IHasNoLife Productions this was done on the basis of unity3d, video from November 1, 2008 ruclips.net/video/v2q5kuic6HA/видео.html
runevision.com/multimedia/unity/locomotion/
Unity needs to just provide a current Third person controller with these functions instead of links to BS tutorials that don't work 90+% of the time.
lmao star citizen dev talking about foot ik ... learn to code some real gameplay first
Looks cool, but there is still a lot of room for improvement. So go back to your computers.
Thank God it was 2017.
Because the part at 9:31 (at least) has no realism at all
In real life its impossible to hold a gun at eye level, aiming around and at the same time to walk over obstacles on an unevem terrain
most probably you will break your ankles or simply you will fall down.
He even walk backwards like he knows whats behind him and he jumps obstacles in reverse speed
lol
Totally ridiculous
Dude, it's a game. What do you expect to happen? Fall over if you're not looking where you walk? I don't think that would make for a very fun game. Sometime you don't really have a choice but to sacrifice realism if you want the game to remain fun.
@@otni6115 If you spend 1 gazillion of dollars to add "realism" to a game then you should make it "real-realism". Not a ridiculous puppet with reverse speed.
LOL
A wrong appoach is a wrong approach.
Get a broomstick, hold it on your eye level like a riffle and try to walk like this in your own house or backyard (an environment you know perfectly) and you ll see its impossible. You wont even be able to avoid a big table.
Imagine how impossible is to do that in an unknown environment.
You can only walk like that in forward direction.
Simple as that.
All the rest and Dude, Mude, Fude is airtalk.
@@psyxiatros1 I don't disagree, but would anyone actually play a game that has a system like that impemented? I doubt it to be honest. OK it would be super realistic but imo it would be boring as hell triping over things unless your constantly focused on the ground.
If you have an example of a game that implements such a system I would be interested to see.
@@otni6115 Which makes us face the original problem
Wrong approach.
Its a game.
A game has to have some logic too. But some.
Exactly because (as you said) if you made a simulation of the world, not only it wouldnt be playable but it wouldnt even load.
Its useless to spend millions trying to find a super duper procedural algorithm to make a soldier walk on water.
Just make the sucker walk on water
You dont need to spend millions to teach him how to become a procedural Jesus Christ to walk on water.
It simply wont be realistic anyway.
But if they dont do all these stupid approaches,
if they dont show the world how much they spend in bullshit uselss R&D
How else will they charge you 50 $ a game ?
@@psyxiatros1 Haha totally. To be honest I had no intention in buying this game (and no pre-orders is a personnaly rule of mine anyways). I just find It interesting how they tackled the problem. Like you and others have said, they've taken a long time and a lot of money when there are already other solutions that can do 90% of what they have done here. But that extra 10% is what makes games move forward. If no one takes the time to try these sort of things games will never get better. If you have purchased the game I can understand that you may be upset. But personally I have mad respect for the work and effort they have put in to what may be considered a relatively minor detail, and I hope it helps move game development forward.
is he german?