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Diablo 3 Physics Info
  #1  
Old 09-16-2008, 12:08 PM
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Diablo 3 Physics Info - Posted: 09-16-2008


Bashiok has released some info about the Diablo III Physics.

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Originally Posted by Bashiok
First, touching on the corpse fade timers as they stand, the tech to have them last longer has been in for a while. Pretty much how it's working is that there's an allowed number of physics "actors" that are allowed to remain at a time. These actors could be corpses, but they can also be pieces of destroyed tables, or railings, etc. anything that relies on physics. These are corpses and destructables generally. As you 'create' physics actors the oldest ones disappear. So as you're fighting there are always a number of actors remaining in the world, and it works out pretty well. Obviously how many of them can remain at one time will come down to final performance tweaking, but right now I believe it's around twenty.

On to blood and fading; the "cost" of decals, which include the blood stains, are fairly high. Cost being the relative strain put on the machine running the game. Decals account for blood, but they also account for quite a few other effects, most of which haven't yet been revealed. In the potential case of a full party creating these decals, blood flowing from creatures, skills that create them, as well as monsters themselves using skills that create them (Wretched vomiting all over the place is a good example), there is the potential to have a large number of decals on screen at any one time. So again, it's going to come down to final performance tweaks as to how many of them will remain on screen and for how long.
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  #2  
Old 09-17-2008, 02:58 AM
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good more blood
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Old 09-17-2008, 03:04 AM
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Sounds good, can't wait to see the final outcome and continuous updates.

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Old 09-26-2008, 10:31 PM
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I really, really hope they make the overall limit machine-dependent, other than some hard-coded "everyone can play this" limit like some games. Because my machine is a bit of a beast, and I imagine I could handle a lot more that 20 corpses and x amount of splatters.

And if they're worried about people not having a clue what kind of settings their rig can handle, a good auto-detect feature would do wonders. Maybe even a stress test...
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Old 09-27-2008, 10:14 PM
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Yea, hard coding a set limit is kind of like 2 gens ago , and even back then they was more than 20 dead things around. Hell even Morrowind had persistent littler, and body's. And they could handle way more than 20.
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Old 10-04-2008, 07:55 PM
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Quote:
Originally Posted by Magister Mundi View Post
I really, really hope they make the overall limit machine-dependent, other than some hard-coded "everyone can play this" limit like some games. Because my machine is a bit of a beast, and I imagine I could handle a lot more that 20 corpses and x amount of splatters.

And if they're worried about people not having a clue what kind of settings their rig can handle, a good auto-detect feature would do wonders. Maybe even a stress test...
If there is corpse interaction though (monsters eating them/necro-like skills etc.), then wouldn't everybody have to have the same amount of corpses to interact with? I'd rather they lower the number of corpses and prevent some lag.
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Old 06-24-2009, 10:48 AM
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I like blood, but the 20 limit sounds sketchy...I think it should be more.
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