Just read this crazy article on the CGI for the battle sequences in Lord of the Rings...
PostPosted:Tue Jan 15, 2002 4:03 am
<div style='font: 10pt arial; text-align: left; '>Director Peter Jackson apparently had a program made specifically for the movie called Massive. Basically every figure is an independent, unique character created randomly from a set database of objects (body parts, clothing, etc.).
What's really cool, though, is that each character also has limited action/reaction AI based on set parameters. Each figure can react realistically to terrain and nearby characters. So for example, if Elf A sees that Orc B is blocking up, Elf A will slash at Orc B's legs. In those battle scenes, apparently EVERY soldier is doing something unique, moving and fighting differently from the model next to it.
As cool as this is for movie production, can you imagine how it could be applied to RTS games? You'd get the broad-scale gameplay of turn-based strat games, just in real time. Think about it, you could order your units to march and fight and not worry about them running around in circles tripping on each other, like Dragoons or Goliaths =|.</div>
What's really cool, though, is that each character also has limited action/reaction AI based on set parameters. Each figure can react realistically to terrain and nearby characters. So for example, if Elf A sees that Orc B is blocking up, Elf A will slash at Orc B's legs. In those battle scenes, apparently EVERY soldier is doing something unique, moving and fighting differently from the model next to it.
As cool as this is for movie production, can you imagine how it could be applied to RTS games? You'd get the broad-scale gameplay of turn-based strat games, just in real time. Think about it, you could order your units to march and fight and not worry about them running around in circles tripping on each other, like Dragoons or Goliaths =|.</div>