Quantcast

Jump to content

» «
Photo

The Euphoria engine

No replies to this topic
fiik
  • fiik

    Player Hater

  • Members
  • Joined: 04 Dec 2008

#1

Posted 06 December 2008 - 07:26 AM

Maybe this is why R* say next-gen and explains the lower than expected performance levels. Also why Quads seem to perform better.

The natural motion provided by the Euphoria engine (which is not exactly a graphics engine but a Dynamic Motion Synthesis (DMS)) is really amazing. No more pre-animated material! All motion is simulated in real time so you can get literally an infinite number of movement types.

With euphoria, animations are not canned but are generated on-the-fly by the hardware's processors as the game is played. Every tackle is your tackle, every haymaker is your haymaker.

Previously, animation data had to be manually created (through key-framing) or recorded (through motion capture). This is often expensive and laborious, and results in static, non-interactive data.

euphoria is instead based on a full simulation of a 3D character, including body, muscles and motor nervous system. This creates fully interactive animations that act and react differently every time.

http://www.naturalmo...om/euphoria.htm


Watch the youtube for a better idea. ( not a rickroll - promise smile.gif )






1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users