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"When will we start seeing some wind then?"

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Fri 16/08/02 at 00:57
Regular
Posts: 787
There's tonnes of ways to make a game realistic.

Photo realistic graphics was the most obvious one.
Animation and sound turned out to be pretty important too.

But that was never enough.

The most important thing was bringing a world to life.
Some games attempt this through tokenistic features like the odd birds and insects. Others use AI and simulation to create full societies and eco systems so as to immerse the player in a seemingly realistic world.

Still, as try as they might, there's still always one thing that lets them down. One small feature always makes everything look so static and artificial - a lack of wind.

Now before some smartarse comes up and points out wind in golf games, etc, I'm not talking about the simulated "effect" on ONE sinlge object, I'm talking about a wind as part of an artificial eco-system.

Play any realistic game. You'll see all these lovely trees and vegetation that look realistic, but look more like plastic models of trees rather than real trees, because they don't move naturally.

Now this isn't a rant, moaning at devellopers.
Wind is obviously VERY hard to model and animate, but if a develloper did pull it off, it would be very impressive.

Infact, wind would be the ace card that could make the new Zelda look fantastic! Cel Shaded games specialise in animation, and seeing Link's clothes, the grass, leaves, etc blowing in what could range from a mild breeze to a strong torrent with randomly varying directions could REALLY bring the game to life.

Wind is one of the reasons that the world looks so "random" and unpredictable- stops things from staying still.
Game worlds look very artificial without it.

Having said that, as impressive as wind effects might be, they might not be worth the processing power if it's at the expense of more important elements of the game.

Perhaps the sort of luxury we won't be needing until the next generation of consoles atleast...
Sat 26/10/02 at 15:46
Regular
Posts: 9,848
So it turns out that the new Zelda game is based around wind.

See, I was on to something! :-P
Fri 16/08/02 at 23:06
Regular
"Copyright: FM Inc."
Posts: 10,338
Strafex wrote:
> As you've seen the effects, I'm sure you've noticed
> what a difference it makes to the usual static atmosphere.

Not really, I was too busy shooting seagulls with a Stinger missile launcher at the time. It wasn't until someone pointed it out to me that I noticed. Then I went straight back to fragging seagulls again.
Fri 16/08/02 at 23:05
Regular
Posts: 9,848
Was that a deliberate joke? :-D

I specifically mentioned golf games, because although they do have wind, it only effects the ball, and there is no other visible sign of it.

All it is is some ball flight moderator, rather than a proper environmental effect. Did you read my post properly Delta?
Fri 16/08/02 at 22:47
Posts: 15,443
Don't forget golf games -they've always used wind effects as part of the game (since there aren't that many things affecting the path of a golf ball during flight).
Fri 16/08/02 at 22:42
Regular
Posts: 9,848
Fanta§yM€is†€® wrote:
> I'd concur that these are all pretty much outstanding games and that
> wind effects aren't a standard part of game engines yet, but it would
> be unfair to say that programmers haven't tackled the problem in games
> up to now.

Ok. I didn't say that they hadn't tackled it, just that I'd not come across it yet. As you've seen the effects, I'm sure you've noticed what a difference it makes to the usual static atmosphere.
Fri 16/08/02 at 22:00
Regular
Posts: 3,182
In ICO zephyrs caress the leaves and branches of the trees making them sway.
And in Shenmue (especially II), the wind is there.
On disc 4 the wind gusts and blows the buds of chrysanthemums all about Ryo in a real-time. The most beautiful videogame moment ever....
Fri 16/08/02 at 10:38
Regular
"Copyright: FM Inc."
Posts: 10,338
Strafex wrote:
When will we start seeing some wind effects?

Final Fantasy X. If you take a close look when playing, the grass ripples, the trees sway, snow drifts, clouds float across the sky, hair ruffles...

Metal Gear Solid: Sons of Liberty. Rain lashes at ever changing angles, things flap in the wind, flags wave, leaves drift, seagull poop never hits the ground from the same angle twice, feathers drift in the wind after a particularly malicious shot from the sniper rifle...

Any Microsoft flight simulator...

I'd concur that these are all pretty much outstanding games and that wind effects aren't a standard part of game engines yet, but it would be unfair to say that programmers haven't tackled the problem in games up to now.
Fri 16/08/02 at 01:14
Regular
Posts: 15,579
Strafex wrote:
> And if anyone starts up with the "beans" jokes...

Lol, that did cross my mind....

Personally I'm not all that bothered about making these games way too realistic. At least not in this generation as you said. Give me Mario any day.

I suppose it will come soon though. Zelda on the N64 took the first steps with the rising and setting of the sun. Was flippin superb watching the sun come down while on Epona over Hyrule lake.
Fri 16/08/02 at 01:10
Regular
Posts: 10,364
Wind i quite a difficult thing. But some game there is some type on wind...
Take halo for example on one of the snowy levels (Assault on the control room) when you throw a grenade - the smoke it leaves behind sometimes blows away in a random direction. The trees in halo move slightly....
Fri 16/08/02 at 01:07
Regular
Posts: 9,848
And if anyone starts up with the "beans" jokes...

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