09:09 AM - April 3, 2009 by Money99
EA has just posted another
Fight Night Round 4 blog. This one covers the physics from the game.
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"I’ll be completely honest. I wasn’t the biggest fan of physics in school. There are a lot of reasons for that. My teachers probably weren’t the coolest, most interesting people in the world. The curriculum probably involved a lot of mathematical problem-solving with a pencil and paper. There were likely some experiments with wood and string and springs. Meh.
Well, things get a whole lot more interesting when you’re instructor is a virtual Smokin’ Joe Frazier.
When I first joined the Round 4 team, a small pre-production crew had already been hard at work prototyping the new physics engine. One of the first things I saw was a generic boxer model missing a straight right and shooting it just over the shoulder of his opponent. As he retracted the punch, his arm would slightly bump upwards as the other boxer stood up from a slight crouch. It may sound like a small detail, but it was a very big deal for me because I had never seen anything like it in a boxing game before. I see it happen almost every week on Friday Night Fights, but a video game? No way. The collision detection in Fight Night Round 4 sets it apart from its predecessors and sets the stage for several of the other big gameplay improvements. Most notably, the incorporation of height and reach as strategic factors in a fight, inside fighting and outside fighting and the variety of impacts that occur as two boxers punch, block, slip and move inside the ring." |
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