Shuntaro Furukawa: Nintendo to explore shorter dev cycles; Invest in development teams to improve efficiency

The good indies and AA are currently doing this and barely anyone here is paying attention (unless said dev/game gets enough clout to be noticed)

They keep giving people exactly what they keep asking for, but since their game isn't 'well known brand by well known publisher' it either gets ignored, criticized to an extreme degree, or finds itself a small fanbase.

Gaming didn't forget, gamers forgot.

Gamers forgot what it was like to simply browse a blockbuster, or grab a demo disc, and try out a random game they thought looked fun. Now? It's clout. Big Publisher X has to make it or publish it for them to notice.

Nintendo potentially doubling down on smaller experiences doesn't excite me like others here because I was already playing other good smaller experiences. People now just care because it's Nintendo spotlighting it again.

The whole 'not fun' thing has been a prevalent personal issue that people keep brazenly assigning to the industry as a whole.
My counter to that would be, indies would be better served to have Nintendo, Sony, MS, EA, to each make an arcade style game. If they introduced the audience to those types of games again with their large reach, it could help indies immensely!

I agree though, indies need a better way to be discovered.
 
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Nothing in this talk proves me wrong or is incompatible with what I said. In fact, it reinforces that I was right.

The part I mentioned that wasn't in the physics engine and was the state management of objects (frozen, burning, etc) is a pretty simple code as he says, but they mentioned it there as 'chemistry engine' even if as he mentions it's just a state calculator instead of a real or accurate chemistry engine.

But doesn't have anything related to chemistry, it's just to handle the few simple rules to decide when each object changes their state as I said.

Maybe that's the other 'engine' you mentioned.
Did you watch the presentation? Because it's explained pretty clearly there, they even show it in a diagram:

This part begins near the 25:00 minute mark.

Even something as simple as the original Super Mario Bros. has many of these clever lies to adjust the physics behaviour, like when you jump against a block corner and get pushed out of it, Coyote time, having different gravity values for different times of the jump, different accelerations and friction values depending on whether you're turning around or running in the same direction or are near a cliff...BotW has a million more of those, like constraining the angles in which stuff can move in reaction to a player action so that it looks realistic while still allowing for ease of control. That's the secondary physics engine, an engine built on top of the Havok simulation that applies another set of rules to give a "gameplay adjusted" final output. That is what makes BotW so impressive, because it has these million little adjustments running on the background that makes everything work exactly like you expect it to work, while most other games that try something much less complex break all the time. And all of these physics simulations are running in a HUGE open world, on a toaster. BTW, this is just the basics physics layer, I haven't even mentioned any of the stuff you can do with stasis, magnesis or the orders of magnitude crazier stuff in TotK.

In summary:
  • There is a history of games using physics, allowing you to do half of the things BotW allows, in maps quarter the size, yet breaking all the time with the simplest interactions.
  • There is the Zelda team, one of (if not THE) most revered development teams out of there, giving a presentation on their physics engine approach to a room full of other developers, who then proceed to award the game a technical distinction because of this system.
  • There is also the mountain of articles and reactions from other devs gushing to the things that were achieved in TotK.
  • And then there's you saying that they all know sh*t because it is all pretty simple stuff that the Havok engine handles on its own.

I agree BotW was an impressive technical achievement and the award was well deserved, but because for including such a big open world with great visuals running well in the toaster that Switch is. Not for using Havok physics.
BotW didn't get any technical achievement because of it's visuals, all the merit of that goes to it's amazing art direction not technical prowess, and the people giving the award know it. But I agree with you, it didn't get the award for using Havok physics, it did because it implemented an astounding physics engine in a scale and with such polish never seen before.
 
Nintendo is an extremely well-run company with thoughtful, balanced and sensible leadership throughout. Watch this be spun as Nintendo being 'evil' again by YouTubers.
 
Nintendo is an extremely well-run company with thoughtful, balanced and sensible leadership throughout. Watch this be spun as Nintendo being 'evil' again by YouTubers.
make armazing single playsers games with no gass woke crud youtube mad they cant pirite

evil they said oohoohoohooho
 
Keeping a higher number of developers long term could be one.
The videogame.i dusty is heavenly relying on cycles.
You do lots of hiring when a project goes full swing, but after the project is done you let go a huge part of the team and just hire again when a new project gets to full development.

This is money savvy but also makes you lose a lot of acquired experience and the efficiency that comes from it or even just from team members already knowing each other.

Shortening the dev cycle while also overlapping them better (so that people can jump from project to project without dead time in the middle) could make projects more efficient.

A lot comes down to good management at all levels
Potentially yes, but Nintendo already does these things so I'm not sure they will impact their dev times.
 
but higher investment in teams still means investing more money in game development. so game development gets more expensive.
 
Did you watch the presentation? Because it's explained pretty clearly there, they even show it in a diagram:

This part begins near the 25:00 minute mark.

Even something as simple as the original Super Mario Bros. has many of these clever lies to adjust the physics behaviour, like when you jump against a block corner and get pushed out of it, Coyote time, having different gravity values for different times of the jump, different accelerations and friction values depending on whether you're turning around or running in the same direction or are near a cliff...BotW has a million more of those, like constraining the angles in which stuff can move in reaction to a player action so that it looks realistic while still allowing for ease of control. That's the secondary physics engine, an engine built on top of the Havok simulation that applies another set of rules to give a "gameplay adjusted" final output. That is what makes BotW so impressive, because it has these million little adjustments running on the background that makes everything work exactly like you expect it to work, while most other games that try something much less complex break all the time. And all of these physics simulations are running in a HUGE open world, on a toaster. BTW, this is just the basics physics layer, I haven't even mentioned any of the stuff you can do with stasis, magnesis or the orders of magnitude crazier stuff in TotK.

In summary:
  • There is a history of games using physics, allowing you to do half of the things BotW allows, in maps quarter the size, yet breaking all the time with the simplest interactions.
  • There is the Zelda team, one of (if not THE) most revered development teams out of there, giving a presentation on their physics engine approach to a room full of other developers, who then proceed to award the game a technical distinction because of this system.
  • There is also the mountain of articles and reactions from other devs gushing to the things that were achieved in TotK.
  • And then there's you saying that they all know sh*t because it is all pretty simple stuff that the Havok engine handles on its own.

Yes, I watched the video and in that point of the screenshot he says the same I said, that they did use Havok for movements and collisions (physics) of the game.

He never said anything about a secondary physics engine.

The rigid body objects in Havok are required to have attributes like friction, acceleration etc. to work and interact with each other, if not it wouldn't work because that's what a physics engine needs to work. Same as back in the PS2/PSP times, nothing new.

 
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Yes, I watched the video and in that point of the screenshots he says the same I said, that they did use Havok for movements and collisions (physics) of the game.

He never said anything about a secondary physics engine.

The rigid body objects in Havok are required to have attributes like friction, acceleration etc. to work and interact with each other, if not would work. Same as back in the PS2/PSP times, nothing new.
Most of us were impressed with TOTK physics. Quit derailing the thread with this shit. If you want to make a point about BOTW/TOTK being underwhelming, there are better threads to do so or better yet, create your own thread.
 
Yes, I watched the video and in that point of the screenshot he says the same I said, that they did use Havok for movements and collisions (physics) of the game.

He never said anything about a secondary physics engine.
How do you call a game system that handles the game physics? That's exactly what the "Telling clever lies!" rectangle reffers to: It's the other half of the system that comprises the game physics (the other being the raw/basic/unadjusted movement+collision systems which are later replaced by Havok, this is also explained in a previous slide).


The rigid body objects in Havok are required to have attributes like friction, acceleration etc. to work and interact with each other, if not it wouldn't work because that's what a physics engine needs to work. Same as back in the PS2/PSP times, nothing new.
"Acceleration" is not an attribute of Rigidbodies in any existing physics engine, it's not a property you set that defines how the object behaves, it's a magnitude resulting of the appliance of forces that is constantly changing if those forces don't remain constant. Acceleration and friction were already being used back in Asteroids (released in 1979, a bit before PS2/PSP), maybe even before that.

You still haven't explained how, if all this is something that Havok handles on its' own, the standard for games is to have broken physics, while the polished behaviour of BotW and TotK is the exception.
 
How do you call a game system that handles the game physics? That's exactly what the "Telling clever lies!" rectangle reffers to: It's the other half of the system that comprises the game physics (the other being the raw/basic/unadjusted movement+collision systems which are later replaced by Havok, this is also explained in a previous slide).

"Acceleration" is not an attribute of Rigidbodies in any existing physics engine, it's not a property you set that defines how the object behaves, it's a magnitude resulting of the appliance of forces that is constantly changing if those forces don't remain constant. Acceleration and friction were already being used back in Asteroids (released in 1979, a bit before PS2/PSP), maybe even before that.
He explained it in the videos: when making videogames, they aren't made to be super realistic, using real physics, devs "lie" with many things to make games more fun.

As an example, in a platformer you make the character jump way higher than it would realistically do. This isn't realistic, is a 'lie' but in terms of game design fits better a game because gives you more options to reach higher platforms, have more reaction time when jumping to avoid or hit an enemy when landing etc.

In a shooter, being realistic means you'd die after receiving one or two shots, enemies would better coordinate, hide and search you and would be more accurate when shoting at you, and you wouldn't have continues, health kits or health autoregeneration. You'd hear an enemy shot after it landed, and you wouldn't have visual indications showing from where the shots are coming etc. As videogame this would be too hard and frustrating, do devs fake/lie with all these things to make it more approachable, less frustrating and more fun with "clever lies".

As an example, in an action game if an enemy throws a rock at you, devs put a long enough animation of the enemy starting to throw the animation at you, and later they tweak or cap the speed/acceleration/force/gravity/many other things involved giving you enough time to be able to avoid it, block it, parry it, etc. plus on top may show a visual effect to make you easier to understand the time window you have to parry it, or to let you identify faster if it's a type of attack that you have to block, parry or evade.

These things involve many design choices and programming split into many different areas. As I and him said, the areas related to movement and collisions systems when grouped together are normally refered as physics system/engine. As in this case, nowadays many devs choose to get a middleware -like Havok- to handle rigid body physics. The engine does internally all the calculations needed and only needs to have some objects defined with certain properties (which later can also be modified manually if desired) by the devs.

These objects may also activate certain events, as could be when colliding with certain type of object or when reaching certain speeds. Then as I and he said, outside the physics engine they can program something game specific for an event (as could be for a tree "if colliding with fire and aren't burning, enter the burning state".

You still haven't explained how, if all this is something that Havok handles on its' own, the standard for games is to have broken physics, while the polished behaviour of BotW and TotK is the exception.
It isn't any exception, as he mentioned in the video they did choose Havok because it's a very robust system proven in hundreds (or thousands?) of games in many different platforms since decades ago.

But as I (or he) mentioned the physics engine only handles movements and collisions. There can be bugs outside it which are the ones that activate the "broken physics".

The more time and work they put in trying to find a fix the bugs, and also tweak the game in general, the more polished a game is.

Typically there are two related to "broken physics" that are related to the game specific code, not so much to the code inside the :
  • Sometimes the environment or the character has a wrongly placed collision box, in a way that when the character is in a certain spot and moves in a certain way or switches to other animation, modifying its collision box, clips inside the envirionment, getting stuck, or entering it or view throught it when very close. This is normally fixed by changing the collision boxes and/or modifying the checks and adjustments made when switching to that animation. Or sometimes, by applying a small force in the opposite direction.
  • To calculate rigid body physics there's a limitation in the precision (amount of decimals) of the numbers used for stuff like forces, speed, coordinates, rotation, etc. and how frequently the physics simulations are calculated. This also causes that in some cases when there are two objects next to each other, as could be something on the floor or a ramp, there's a microcolision between them (similar to the one mentioned before) so a small force is generated to separate them, making it microcollide in other way generating another force in another way. This should only hapen once or twice in a small scale without being visible by the player, but in rare cases this starts scalating and the object is seen vibrating/jittering/shaking and sometimes ends flying away, sometimes flying away too long for a relatively small explosion. It often gets related to objects with too low mass, surfaces with too low friction, too high inertia or too relaxed value for forcing a dormant stace, center of mass not well positioned, and other causes.
It is more complex and there are way more things, but this happened in Zelda and mostly any other games, isn't any exception. The more variety/quantity and completity of collision boxes they have, the more difficult will be to test and solve this. And obviously, the more time and people devs are given to test/fix/tweak, the more polished will be. Nintendo as usual may have given them more than enough time, while instead people of games like Mindseye rushed the release without having given their devs enough time to fix and tweak stuff both related to physics and also related to many other things.
 
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He explained it in the videos: when making videogames, they aren't made to be super realistic, using real physics, devs "lie" with many things to make games more fun.

As an example, in a platformer you make the character jump way higher than it would realistically do. This isn't realistic, is a 'lie' but in terms of game design fits better a game because gives you more options to reach higher platforms, have more reaction time when jumping to avoid or hit an enemy when landing etc.

In a shooter, being realistic means you'd die after receiving one or two shots, enemies would better coordinate, hide and search you and would be more accurate when shoting at you, and you wouldn't have continues, health kits or health autoregeneration. You'd hear an enemy shot after it landed, and you wouldn't have visual indications showing from where the shots are coming etc. As videogame this would be too hard and frustrating, do devs fake/lie with all these things to make it more approachable, less frustrating and more fun with "clever lies".

As an example, in an action game if an enemy throws a rock at you, devs put a long enough animation of the enemy starting to throw the animation at you, and later they tweak or cap the speed/acceleration/force/gravity/many other things involved giving you enough time to be able to avoid it, block it, parry it, etc. plus on top may show a visual effect to make you easier to understand the time window you have to parry it, or to let you identify faster if it's a type of attack that you have to block, parry or evade.

These things involve many design choices and programming split into many different areas. As I and him said, the areas related to movement and collisions systems when grouped together are normally refered as physics system/engine. As in this case, nowadays many devs choose to get a middleware -like Havok- to handle rigid body physics. The engine does internally all the calculations needed and only needs to have some objects defined with certain properties (which later can also be modified manually if desired) by the devs.

These objects may also activate certain events, as could be when colliding with certain type of object or when reaching certain speeds. Then as I and he said, outside the physics engine they can program something game specific for an event (as could be for a tree "if colliding with fire and aren't burning, enter the burning state".
I don't think you understand what the "clever lies" are. These lies are alterations to the output of the physics engine with the goal of improving responsiveness, control...all of these is explained in a previous slide. Also, note that these "clever lies" are included in a rectangle titled "Game PHYSICS of Breath of the Wild". Your example about shooters is not related to physics at all.
Making a character jump "way higher than realistically expected" is not one of these lies either: You're just providing an initial impulse an then letting the engine do its' work without modifying its' output at all. Where's the lie?
In your rock throwing example you're again mixing in a ton of different concepts not related to physics and a lot of things that are not even lies: An animation, a visual cue, none of that is a "lie" it's straight out conveying exactly what it needs to convey in a straight manner. Again, where's the lie?

But even if they were valid examples...what's your point? That's not something that the physics engine will do for you, so all the benefits you get from implementing those kind of lies in the game would then be solely merit of Nintendo and not the physics engine, right?

It looks to me that you don't really understand the concepts at play here, but when facing that reality you just go on a tangent and charge forward with a dump of completely unrelated information.


It isn't any exception, as he mentioned in the video they did choose Havok because it's a very robust system proven in hundreds (or thousands?) of games in many different platforms since decades ago.

But as I (or he) mentioned the physics engine only handles movements and collisions. There can be bugs outside it which are the ones that activate the "broken physics".

The more time and work they put in trying to find a fix the bugs, and also tweak the game in general, the more polished a game is.

Typically there are two related to "broken physics" that are related to the game specific code, not so much to the code inside the :
  • Sometimes the environment or the character has a wrongly placed collision box, in a way that when the character is in a certain spot and moves in a certain way or switches to other animation, modifying its collision box, clips inside the envirionment, getting stuck, or entering it or view throught it when very close. This is normally fixed by changing the collision boxes and/or modifying the checks and adjustments made when switching to that animation. Or sometimes, by applying a small force in the opposite direction.
  • To calculate rigid body physics there's a limitation in the precision (amount of decimals) of the numbers used for stuff like forces, speed, coordinates, rotation, etc. and how frequently the physics simulations are calculated. This also causes that in some cases when there are two objects next to each other, as could be something on the floor or a ramp, there's a microcolision between them (similar to the one mentioned before) so a small force is generated to separate them, making it microcollide in other way generating another force in another way. This should only hapen once or twice in a small scale without being visible by the player, but in rare cases this starts scalating and the object is seen vibrating/jittering/shaking and sometimes ends flying away, sometimes flying away too long for a relatively small explosion. It often gets related to objects with too low mass, surfaces with too low friction, too high inertia or too relaxed value for forcing a dormant stace, center of mass not well positioned, and other causes.
It is more complex and there are way more things, but this happened in Zelda and mostly any other games, isn't any exception. The more variety/quantity and completity of collision boxes they have, the more difficult will be to test and solve this. And obviously, the more time and people devs are given to test/fix/tweak, the more polished will be. Nintendo as usual may have given them more than enough time, while instead people of games like Mindseye rushed the release without having given their devs enough time to fix and tweak stuff both related to physics and also related to many other things.
BotW is an exception because the standard at its' time of release was for games relying on physics to break often, but BotW was extremely polished and didn't break, thus why it got so much recognition. This is a reality you can't deny, there's no use in going on offtopic ramblings about basic videogame tech.

Anyway, glad we could finally agree that it's the clever lies that make the physics behaviour special and that it's all merit of the BotW/TotK devs and not Havok :)
 
I don't think you understand what the "clever lies" are. These lies are alterations to the output of the physics engine with the goal of improving responsiveness, control...all of these is explained in a previous slide. Also, note that these "clever lies" are included in a rectangle titled "Game PHYSICS of Breath of the Wild".
I perfectly know what he meant by clever lies (aren't limited to physics), and it's what I mentioned. To modify the output of the engine would be a mess and cause many issues. The engine and its objects and so on has many values and stuff to configure and tweak stuff without needing to modify it outside.

Making a character jump "way higher than realistically expected" is not one of these lies either:
You have no idea what are you talking about. If you don't believe me, go watch the video: he literally talked shown Super Mario to showcase this
You're just providing an initial impulse an then letting the engine do its' work without modifying its' output at all. Where's the lie?
Your example about shooters is not related to physics at all.
I already explained it, and he too saying the same than me but with different words: by design game designers normally don't use real values for physics or many other game design choices to make the game more fun and engaging, and less frustrating.

Normal real people's jumps are maybe what, 1 meter tall? Super Mario's jumps are maybe what, 5 or 10 meters tall? That Mario physics aren't real, these Mario physics are "a lie". Made not to be 1:1 real, but instead fun while intuitive because somewhat has a resemblance with reality: a guy jumping and some kind of gravity.

Same goes with the shooter example I mentioned. If in real life you're in a battlefield you don't respawn, can't continue alive after receiving 20 shots, don't have magic medkits, there aren't indications showing where the shots come from, etc. These aren't realistic things, are "lies" created by the devs to make the game more fun. Most of them are totally unrelated to physics, they are separate code.

A rigid body physics like Havok provides somewhat realistic physics, but still are fake and can be tweaked by devs by setting different values to different things. Values that in most cases aren't the ones that would use these objects in real life (so are "lies").

In your rock throwing example you're again mixing in a ton of different concepts not related to physics and a lot of things that are not even lies: An animation, a visual cue, none of that is a "lie" it's straight out conveying exactly what it needs to convey in a straight manner. Again, where's the lie?
The "lies" are the game design decision choices that aren't realistic but are introduced there to make the game more fun, engaging, accesible, guide the player, etc. Only a small portion of these "lies" are related to physics.

But even if they were valid examples...what's your point?
As I or he explained, physics refer to collisions and movement. A game has many other things that are "lies".

It looks to me that you don't really understand the concepts at play here
Lol, I even programmed my own simple 2D rigid body physics engine over a decade ago for a J2ME mobile games. You are the one who has no fucking idea what we're talking about.

BotW is an exception because the standard at its' time of release was for games relying on physics to break often, but BotW was extremely polished and didn't break, thus why it got so much recognition.
Nah, it was Nintendo fanboys as usual overvaluating Nintendo stuff or acting as surprised as if Nintendo would have invented something in BotW, when it didn't invent anything.

Maybe it was because they weren't used to see Havok physics, open world games or proper AAA games ignoring even the previous ones published in Nintendo consoles because Nintendo weren't making them.

It was a great and very polished game, yes. But that's all. Tech wise it's just another AAA open world game, regarding physics it's just a Havok game and regarding open world stuff and mechanics it mostly copies, mixes and iterates references (as everybody else does), in this case standard concepts from Ubisoft open worlds, The Witcher III plus a few things from Monster Hunter and a few other references to apply them to the pre-existing Zelda base.
 
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Six more games in the BotW engine and map
Closing Arrested Development GIF


Another username change would probably kill me...but we BOTH know those 6 games would be great.
 
I perfectly know what he meant by clever lies (aren't limited to physics), and it's what I mentioned. To modify the output of the engine would be a mess and cause many issues. The engine and its objects and so on has many values and stuff to configure and tweak stuff without needing to modify it outside.
But they do modify the engine output. They even modified the physics engine itself. Your whole premise is wrong.
 
But they do modify the engine output. They even modified the physics engine itself. Your whole premise is wrong.
No, you are lying. As the Nintendo guy said they did use Havok for the physics. This means the game devs (from Nintendo) define objects for the Havok physics engine with some properties and the Havok manages their movement and collisions until the devs destroy the objects.

The game devs (from Nintendo) then do the rest of the game that isn't physics related, as could be the basic object state management he mentioned as "chemistry engine".
 
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good--experiment and have fun
let people be auteurs

also hope companies pull a capcom from the gamecube era (the "capcom 5") and develop some new exclusive games for a single console.
 
No, you are lying. As the Nintendo guy said they did use Havok for the physics. This means the game devs (from Nintendo) define objects for the Havok physics engine with some properties and the Havok manages their movement and collisions until the devs destroy the objects.

The game devs (from Nintendo) then do the rest of the game that isn't physics related, as could be the basic object state management he mentioned as "chemistry engine".
I'm not lying, I think you only say that because you've run out of arguments. All these conclusions in your post are, again, completely wrong.

The following link describes the Rigidbody system of BotW. BotW has it's own RB class of which the Havok RB is just a component. Havoks' RB can be accessed directly from the superior RB through a member pointer, or it can be manipulated with a MotionAccessor. This way, the BotW code can do things like directly set the Havok's RB position and velocity. In other words, it can overwrite the output of the Havok's physics simulation. This is how BotW tells its clever lies:


This is why on the presentation, the clever líes and the Havok engine are both inside the "Game physics" box. Havok runs the physics sim and then the "Nintendo code" makes the adjustments on top, like I've been saying from the start.

Btw, there is even a type of dynamic object that is only handled directly on the Nintendo side, but can affect Havok Rigidbodies. So you see, the Nintendo code is doing a lot more than just polling Havok for updates.
 
I'm not lying, I think you only say that because you've run out of arguments. All these conclusions in your post are, again, completely wrong.

The following link describes the Rigidbody system of BotW. BotW has it's own RB class of which the Havok RB is just a component. Havoks' RB can be accessed directly from the superior RB through a member pointer, or it can be manipulated with a MotionAccessor. This way, the BotW code can do things like directly set the Havok's RB position and velocity. In other words, it can overwrite the output of the Havok's physics simulation. This is how BotW tells its clever lies:


This is why on the presentation, the clever líes and the Havok engine are both inside the "Game physics" box. Havok runs the physics sim and then the "Nintendo code" makes the adjustments on top, like I've been saying from the start.

Btw, there is even a type of dynamic object that is only handled directly on the Nintendo side, but can affect Havok Rigidbodies. So you see, the Nintendo code is doing a lot more than just polling Havok for updates.
I didn't ran out of arguments, what I said is the truth and nothing you said proved it wrong.

Regarding the link you provided further proves what I said and is more detailed in the related pages of that wiki: their physics system is just a standard Havok implementation using wrapper classes.

Using wrappers is a standard programming good practice to call code from middleware, APIs, engines, libraries and so on to in a more readable, reusable or portable way. Instead of calling/using the external stuff directly, the wrapper acts as an intermediate interface class/layer between the game code and the external stuff.

The idea is that let's say somewhere in the future they reuse this code for a game update, port, sequel or another game but want to change -in this case Havok- for a newer version or another physics engine, in theory they'll only need to change these wrapper classes without needing to change the rest of the game (but in practice almost always needs additional tweaks and fixes).

And as shown there, the motion accessor is just the part of the code they use in the game to set Havok's rigid body objects properties like mass, friction, forces and so on.

Meaning (a couple examples mentioned in the Nintendo talk), when using Stasis temporally disable Havok's movement management of a rock and change its force when hitting it, with the idea of later enable Havok's movement management making the rock move in other direction. Or in magnesis to do the same but allowing the player freely move in 3D a Havok rigid body object while Havok checks its collisions.
 
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Another completely irrelevant infodump on basic programming concepts. I'm starting to see a pattern here.

And as shown there, the motion accessor is just the part of the code they use in the game to set Havok's rigid body objects properties like mass, friction, forces and so on.
The MotionAccessor also provides methods to overwrite the Havok sim result by directly setting the position, transform, linear and angular velocities of the Rigidbody. The Keyframed movement type allows Rigidbodies to be controlled EXCLUSIVELY by the game logic and still affect Havok Rigidbodies.


Meaning (a couple examples mentioned in the Nintendo talk), when using Stasis temporally disable Havok's movement management of a rock and change its force when hitting it, with the idea of later enable Havok's movement management making the rock move in other direction. Or in magnesis to do the same but allowing the player freely move in 3D a Havok rigid body object while Havok checks its collisions.
If the Havok physics are disabled but the Rigidbody is still being moved, who is controlling these movement and it's underlying physics? C'mon, you're almost there!

I've enjoyed looking at the source code and learning more details about one of my favourite games ever, but at this point we're going in circles. The code is pretty clear, it's up to you if you want to accept it or not, I'm not going to keep going at it.
 
Another completely irrelevant infodump on basic programming concepts. I'm starting to see a pattern here.
Bullshit. Yes, there is a pattern: you have no idea what you're talking about and throw things you don't understand at me, I explain why you are wrong and what they really are or mean, and you don't accept it.

The MotionAccessor also provides methods to overwrite the Havok sim result by directly setting the position, transform, linear and angular velocities of the Rigidbody. The Keyframed movement type allows Rigidbodies to be controlled EXCLUSIVELY by the game logic and still affect Havok Rigidbodies.
Again, you have no idea what you're talking about xDDDD

To set these values to Havok's physic body objects is what I always have been saying many times, the devs set some of these values to the Havok objects to behave in the Havok physics simulation how they want.

The keyframed movement is typically for when characters move not because of physics, but due to their traditional hand made (or mocapped) -not related to the physics- animations, like when walking, attacking, crouching to grab an object, etc. These animations are the typical ones also seen in any game that doesn't use rigid body physics.

These animations are obviously in the game specific part and not inside Havok, so the devs have to use this to tell Havok how the character needs to (try to) move to match the animation and Havoks intagrates it in its physics simulation.

Example: a character makes a 3 hit combo animation in which keeps moving forward the character at different speeds in diffrent steps that keep changing during this animation. The animator does that where he does the animations. The designer may decide to tweak the speed or distances. And the programmer uses this to put the work of the artists and the designer inside Havok.

Within the Havok simulation, the character may keep going forward as the artist said, but maybe at some moment something happens like going out the cliff to Havok makes it fall down.

If the Havok physics are disabled but the Rigidbody is still being moved, who is controlling these movement and it's underlying physics? C'mon, you're almost there!
I told it to you multiple times, and the Nintendo guy too.

I've enjoyed looking at the source code and learning more details about one of my favourite games ever, but at this point we're going in circles. The code is pretty clear, it's up to you if you want to accept it or not, I'm not going to keep going at it.
Yes, the code is clear but you clearly don't know what it means. It means what I and the Nintendo guy said.
 
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