A fully realistic physics engine is a false proposition.
Lin Lixin was well aware of this.
Let alone complete simulation, even highly realistic simulation would require a level of computation that current semiconductors simply cannot handle.
Although Bethesda was acquired by NE, Christopher was still leading everyone in developing the physics engine.
However, the parabolic trajectory of basketball movement in the " Double Dribble " era is completely different from the physics of racing cars in this true 3D environment!
They're not even in the same dimension.
How can that be achieved in Need for Speed?
It's actually surprisingly simple.
In the 1980s and 90s, when hardware was weak, it was impossible to fit a beautiful physics engine into a game.
But what if you prune to the extreme, keeping only the essential elements and relying on the graphics card or processor to handle all other effects?
Modern racing games often use CPU computing power like crazy, as if it were free.
Independent grip of four tires, suspension compression coefficient, weight transfer during maneuvering, aerodynamics,
Tire temperature and performance, differential----
Can an i486 processor run this?
Yes, but real-time is absolutely impossible.
Even with the involvement of a graphics card, it's still impossible.
Racing games require a stable 30 frames per second or even 60 frames per second for smooth gameplay.
This is where the value of deep cooperation with General Motors becomes apparent.
GAMENOVA has complete engineering data.
Process everything that can be pre-calculated and pre-baked, and integrate it into the car's data model.
Using visual effects to deceive the player's eyes.
A classic scam.
What are those mountains in the distance?
It's a texture, a skybox, Skylines that looks realistic but is actually completely flat.
The car model is beautiful.
If someone were to put it on a modern high-definition large screen, it would be easy to see that the details are actually completely blurred.
The Lamborghini Diablo's beautiful rear end and scissor doors are actually just a low-polygon rectangle.
It's just a simple rendering technique using multiple layers of textures that makes it look somewhat professional.
A large amount of live-action footage and real sampled sound are mixed with synthesized elements, blurring the lines between reality and virtuality due to the low resolution.
Of course, the most ingenious method was a feature developed by Yuji Naka and Yu Suzuki in collaboration.
" Pseudo-High-Speed System "
The fact that an expert in racing arcade games is working with the head of the Sonic the Hedgehog project team speaks volumes about their expertise.
According to Yuji Naka, the game's capabilities are very limited. How can you truly make a car as incredibly fast as Sonic?
Sorry, it's physically impossible.
But here's a clever solution.
What if we could make the objects on the roadside move faster?
Gordon frantically pumped oil.
The Corvette has already pushed its engine to its limits.
The roar of the engine and the scenery rushing past the window gave him a sense of speed that was hard to distinguish from reality.
This is the significance of pseudo-high-speed rail.
Its core idea is called "Opticflow".
An important idea in the field of computer graphics.
But in simple terms, its principle is not difficult to understand.
Based on real-world driving experiences.
When a car is traveling at high speed, the movement of the scene directly in front of you always feels much slower than that to the side.
If you turn your head to look out the side window, you'll see that the car is traveling at an astonishing speed.
This is certainly not because of some urban legend about "speed-reducing glass," which is some kind of alien technology.
The principle behind it is actually very simple – the difference in angular velocity.
Distant objects have a small angular velocity, resulting in minimal visual change, making them appear as if they are slowly approaching.
Objects nearby are rapidly scanning the field of vision, so they naturally appear to move faster.
Or to put it simply, it's just a change in the frame of reference.
So the question is, how do you use this thing in a game?
The answer is actually quite simple and straightforward.
Make the railing posts closer together----
That's right, there's nothing fancy about it, it's really that simple.
Add more clutter to the sides of the road and enrich the details.
You can even manually design tunnels on the map.
The adjacent walls on both sides create an extremely strong sense of speed.
Combined with the pixelation and noise inherent in low-resolution textures, a great deal of detail changes when the motion is high-speed.
Then simply apply a motion blur filter.
Boom!
Jill is so fast!
Sometimes, Lin Lixin truly admires the amazing imagination of game developers.
How to carve intricate designs within limited functionality is a complex art.
The same technique can be used in any moving situation.
Why is Pirates!! so addictive, making you want to play it again and again?
Besides its ingenious loop of exciting moments, the sense of fulfillment brought by high-speed travel is also indispensable.
Unlike the leisurely sea voyages depicted in " Uncharted Waters," this is entirely like high-speed point-to-point movement.
This effect was achieved because the entire Caribbean Sea was scaled down proportionally, and the sailing speed was also modified.
Oh, and by the way, the supercar's extremely low chassis and cockpit also complement this technique perfectly.
Gordon wasn't aware of the technical details, nor did he care to find out.
All I need to know is that Need for Speed is really fun.
cheat?
Who the hell cares if the developers used visual tricks?
A good game is one that delivers a satisfying final result.
"Whoosh!" Corvette transformed into a white ghost, crossing the finish line again with incredible speed, and firmly secured first place.
As for those NPCs, even the fastest ones have already been caught in a trap.
"Call"
Gordon let out a long sigh and stared blankly at the results on the screen.
So this is what video games feel like?
Frankly, no matter how ingenious its design, it can never compare to driving a real race car in terms of realism.
Especially for a true race car driver like Gordon, this is something he understands even more deeply.
But is it bad?
That's definitely not bad.
Need for Speed pushed its limits in the virtual world.
"So Fucking Marvelous----"
"GAMENOVA has special steering wheel kits; we can go to the game store later to check them out."
Hearing his murmurs, his stepfather chuckled and said, "But before that—you've been playing all night, it's my turn—wait, you know what?"
As he spoke, his hand, which was about to reach for the computer, paused. He then slapped his thigh and exclaimed, "Tomorrow we're going to the computer store. I'll buy a new Hermes so we can play online matches!"
The stepfather turned his head, his gaze falling on the old Chevrolet. "Keep it up. One day, you'll be driving a real Chevrolet Corvette and becoming the brightest star in NASCAR."
"Our Camaro is in this game?"
Gordon blinked, reached out and adjusted the screen, finding a model that looked remarkably similar to their car.
"Ah?"
The stepfather was taken aback for a moment, then his face lit up with surprise.
He thought this game only had a few top-of-the-line supercars, but it turns out there are muscle cars too?
With the high-profile launch of the Nova Radeon 9000 graphics card and the sweeping success of Need for Speed in the PC gaming market...
Meanwhile Sega and Namco, far away in Japan, are also rapidly advancing their own projects.
Nova Radeon 9000 isn't just available as a finished card; these display chips can be easily modified and used on arcade game boards.
And the effects it brings are naturally top-notch.
Surprisingly, the first to be implemented was the R360, which seemed to involve the most extensive engineering work.
G-LOC: Air Battle
A spiritual successor to " After Burner ".
Similar to Ace Combat, it's also an amazing true 3D Air Combat shooting game.
For an arcade machine that costs tens of thousands of dollars, the price of the Nova Radeon 9000 display chip is really nothing.
Especially considering the career advancement that comes with taking the civil service exam, the extra cost is practically the most worthwhile trade-off in the world.
Within a week, the R360 arcade machine was placed in various amusement parks and convention centers.
Nevertheless, sales of the R360 in arcades have been severely hampered.
Not everyone has the means to spend such a large sum of money to buy a Spectacular-powered light.
Even within the GAMENOVA franchise, there are titles like " Ace Combat."
Many store managers, even if they have the equipment, will choose to buy an Ace Combat to attract customers rather than an R360.
Even so, if we disregard public and commercial performance, the R360 would undoubtedly be an explosive success.
At least it showed all the Japan manufacturers who the real arcade king really is.
Especially Konami, which is on the verge of collapse due to the industry's undermining efforts to undermine its core business.
Who dominates the large-scale motion-sensing arcade game market?
Aside from Sega, the arcade king, Konami is the most capable company in all of Japan.
The then-president, Kagemasa Kozuki, sat intently at the desk.
For some reason, he always had the illusion that his life had been stolen.
As the president of the company, Kagemasa Kozuki's style of doing things is even more ruthless than that of the tyrant Hiroshi Yamauchi.
He is decisive, ruthless, and has connections in both the legal and illegal worlds.
From large-scale motion-sensing arcade machines to karaoke machines and pachinko parlors, there's nothing Konami doesn't make.
But why do I always feel so unwell?
The director Hideo Kojima, who is now doing very well at Gamenova, was originally poached from Konami.
Why don't I remember such a person?
But when asked further, they all said he was a new junior employee in the MSX development department.
Damn it, how could they let someone so awesome get away? Are all these people just sitting around doing nothing?
Not only that, but in the arcade game sector, Kagemasa Kozuki also always felt as if an invisible hand was occasionally choking him.
Just as they were about to switch to a top-down perspective, GAMENOVA suddenly released Metal Gear Solid.
Just when they were thinking of making a 2D side-scrolling action game, Castlevania suddenly appeared, not to mention the Contra had already set the stage.
Just when they finally started working on motion-sensing arcade machines, Gamenova and Sega began bombarding the motion-sensing market.
Damn, they even brought in a military factory like Lockheed.
Is this a motorcycle taxi?
I finally managed to get on board with the PC-E platform, planning to make some dating sims to recoup some losses, when Tokimeki Memorial suddenly appeared.
Kagemasa Kozuki rubbed his temples.
Bro, my own brother, GAMENOVA is so amazing, do they really need to enter the dating sim market?
Isn't this just pure bullying?
Does Konami intend to rely on the legendary "Lightning Tortoise" for the rest of its life?
GAMENOVA! Please stop stealing our Konami life!