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id bought by ZeniMax (Bethesda's parent company)

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KvP:

--- Quote from: imapiratearg on 26 Jun 2009, 08:47 ---I agree.  A lot of engines these days look like everything's been sprayed with gloss.  Rocks aren't supposed to be shiny unless they're wet or, well, glossed.  It worked for games like Mass Effect, though, where everything is futuristic and all the textures are metal or something and everything is reflective.  I've yet to see a game that has reflective surfaces like glass and mirrors and water.  That would make me squirm in my seat with glee.

--- End quote ---
Really? Lighting in Mass Effect was absolutely goddamn awful, probably the worst I've seen in a blockbuster game. Especially in close-up, where the shadows were "feathered" and all the hair looked worse than any Gamebryo plastic 'do.

Melodic:
I think he was referring to the shiny-plastic syndrome that's most common with the Unreal 3 engine.

est:

--- Quote from: imapiratearg on 27 Jun 2009, 07:20 ---Maybe.  I've had a bone with the Havok engine for while now, simply because objects don't seem to have individual masses.  You can toss around heavy objects just as easily as small ones, like everything is made of styrofoam.

--- End quote ---

A few of the Oblivion mods I use are specific to altering the attributes of some game objects (like bodies, traps, arrows, etc) to make them react in a more believable fashion.  As a result I'm lead to believe that Havok has the ability to assign mass to objects and have them behave accordingly, but that for either gameplay reasons or something the developers choose to make things fly around more fantastically.

McTaggart:
Havok's been used in a hell of a lot of things with results varying wildly. I think most of it is down to the implementation of it by the developers and the trade-offs you'd have to make for the sake of performance.

Melodic:
Havok is like Unreal's little cousin -- it's just as scalable and can be just as ugly or beautiful as the developer cares to meld it to. The point to be made here, though, is that there's very little performance decrease as the complexity of the Havok engine increases: the calculations it makes are actually fairly simple from a computing perspective, and instead the real problem is the number of checks made in a given length of time.

Havok is hands-down the most realistic physics engine developed, and it comes pretty close -- just because games like Half-Life 2 or Fallout 3 choose to utilize only select parts of the engine, or dumbed-down parts of the engine doesn't mean that enabling these features would significantly affect the performance of the software.

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