“Full Body Motion Physics” to improve simulated gameplay in future versions of FIFA!

Turf_Knights2016
597 posts An Exciting Prospect
edited August 2016
[email protected],

A message to the Devs/Moderators, will EA Developers for FIFA focus on developing better “Full Body Motion Physics” to improve simulated gameplay in future versions acknowledging that future versions will now use the FROSTBITE:- http://www.frostbite.com/games/overview/ graphics engine.

To have realistic/simulated player behavior that uses better coding and animated physics.

I guess more of this...........





That's awesome, I want more of that in EA FIFA's future development!

A few more explaining game physics...........











Even if the moderators can shed some light on this topic would be enough for me, either developer notes or future development plans for EA FIFA would be nice to read up on.

I think overall EA FIFA has come along way, yes I know there are problems but they are all fixable I believe over time.

I simply desire something more like these threads:
To be able to play offline in Single-Player against a "Dynamic A.i" in levels of beginner to advanced more of a simulated, immersive and realistic experience.

A more tactical and analytical way of play, whilst player is building on skills which then can be transferred to online and career mode of play. So to have improvements in A.i and “Full Motion Body Physics” will make future versions open to a wider audience by having arcade settings on and off or a more realistic simulated gameplay.

Well some may follow along with FUT/TOTY and TOTS Player Purchases as the only alternative concept.

Although I just don't see it working in the long run, it's not a viable option for the end-user and its just a short term revenue stream to be honest, when the core game needs do much more work.

So I prefer they keep it all in the game and advance in career and rank as a player and that EA focuses on working on the simulation / game physics / A.i because the current concept really ain't inspiring.

I know a majority already would favor this as better development plan and revenue, but, hey time will tell on the direction it all takes.

Something that I was reading a while back……… http://games.ws.dei.polimi.it/wp-content/vdp/VDP2013-11-ArtificialIntelligence.pdf

Please EA let us know more on future development plans.

Regards
Post edited by Turf_Knights2016 on

Comments

  • PDJEY
    1132 posts Professional
    I believe it may take a while to reach that kind of development
  • Turf_Knights2016
    597 posts An Exciting Prospect
    PDJEY wrote: »
    I believe it may take a while to reach that kind of development

    Yeah, I get that impression for various reasons but the "No touch dribbling", developed by motion capturing Lionel Messi was a massive step forward in my opinion and if EA is going down this path with game physics and better gfx engine then I'm really excited at the potential of a better-simulated approach to the EA FIFA game and future development.

    I can only hope that EA develops the FIFA series in this way.

    Would like to know more from EA developers.

    Thanks for reply PDJEY! :wink:
  • maksi
    6650 posts Big Money Move
    No-touch dribbling looks weird and unintuitive because players are gliding on surface.
  • Turf_Knights2016
    597 posts An Exciting Prospect
    edited August 2016
    Okay so now having read this link…. http://fifaforums.easports.com/en/discussion/comment/3235323/#Comment_3235323

    Pointing me to these links:-
    • Frostbite - https://www.easports.com/fifa/news/2016/fifa-17-frostbite
    • Physical play - https://www.easports.com/fifa/news/2016/fifa-17-physical-play-overhaul
    • Active intelligence - https://www.easports.com/fifa/news/2016/fifa-17-active-intelligence-system
    • Attacking techniques -https://www.easports.com/fifa/news/2016/fifa-17-new-attacking-techniques
    • Set pieces - https://www.easports.com/fifa/news/2016/fifa-17-set-piece-rewrite


      Kind draws me in more on EA FIFA -17 compared to this speal about PES-17

      Link:- http://fifaforums.easports.com/en/discussion/comment/3235304/#Comment_3235304


      Watch this……..



      Although still somewhat confused with all this hype, I guess I’m reading to much on this game and competitor.

      But to mention the Active Control feature could lead to A.i over-powering / controlling the game as per video, rather than using team dynamic A.i forward pace movement and intelligently having advanced algorithms to define set possible moves corresponding to player game control of choice.

      So I guess until you play it your not going to know anything.

      I’m just going to hang for a few months and stick to my initial plan of reading articles from game publisher reviews and Youtube gamer reviews also before making any purchased decisions.

      But if EA FIFA-17 developers get this right then this is the game to be in trust me and should dominate over PES-17 on game A.i and physics alone, but will see.

      Also to consider is good human emotional interactive like below discussion from another post................
      TheDreamer wrote: »
      How the f is this not offside? Love how he get past Maldini with the rebound glitch through dribble.

      kh09rdF.gif


      What a way to lose a final in this stupid Cup.
      Sometimes you need the game/a.i to simulate more life-like human reactions. Not all lines men catch every thing correctly in real life. Either due to run up speed or players obstructing views or even linesmen processing all the field information and responding to it, its also eye site time reactions that count also.

      In game we have an advantage due to birds eye view.

      Go watch weekend matches and listen to the crowd sidelines comment on how this or that should have happened.

      Its little things like this bring life to the game in some instances.

      You dont want a robot you want realism as well that kinda frustrate you and pulls you into the game. Its called (Video Game Human Emotional Interaction) its important to have and it brings levels of excitement not boring repetitive expectations, but tactically challenging you in areas you dont even consider. That's good game development skills and creativity by the developers.

      Think how harder your next attempt will be once the a.i gameplay tries to fool you.

      Example Links:-

      http://www.digra.org/wp-content/uploads/digital-library/07311.25139.pdf

      Well its just my opinion, I personally enjoy those moments and have a go at the ref LoL :smiley:

      Aggh, I'm getting a beer!

      Cheers :wink:
    Post edited by Turf_Knights2016 on
  • Turf_Knights2016
    597 posts An Exciting Prospect
    edited September 2016
    Jonathan Schaeffer Artificial Intelligence and Games Part I



    More about him here:- https://webdocs.cs.ualberta.ca/~jonathan/

    B)

    CHESS CHAMPIONSHIP GM Kasparov vs FM Ghannoum, April 2011




    In all the posts that I have read are more about wanting serious mature programming that you guys aren't getting.

    Like CHESS offline/online games they are strategic so is the world game Soccer/football and its also a tactical game. Each piece in Chess has a dedicated place on the board and also each piece has specific role playing movement and characteristics to function in the game.

    Example.........................



    Players have individual skills and talents, that should translate better into game using body motion physics and also the ball its self should be coded into projectile (body mass speed and gravity) physics. So without knowing exactly the souce-code files one really sits back and critiques the animation effects but in many instances you can see the code is not glitchy or buggy its the A.i weaknesses showing that better programming is needed it has not reach standards of maturity in code design.

    Instead of creating something new every year why not develop true gaming physics in A.i and carry that through in progressing the brand as a create realistic game to enjoy.

    I discuss this in these links:-


    But sad how it all works, maybe in future things will change!


    I ALSO EXPLAIN GAME SIMULATION DEVELOPEMENT HERE:- http://fifaforums.easports.com/en/discussion/comment/3536187/#Comment_3536187

    For those that are interested.
    Post edited by Turf_Knights2016 on
  • Turf_Knights2016
    597 posts An Exciting Prospect
    edited July 2016
    Great Online Review on FIFA 2017 A.i Gameplay Features




    By the way thumbs up and thanks to the video review creator! :wink:
  • eladlad
    560 posts An Exciting Prospect
    What's so great about it? He just shows ea's videos and shout about it.
  • Turf_Knights2016
    597 posts An Exciting Prospect
    edited September 2016
    Analysis of Human Motion in Sport Games



    How this all translates into better programming in game physics and A.i

    I.e.
    • Collision Avoidance Modeling A.i
    • Trajectory Algorithm
    • Particle Filters
    • Analytical Kept Data like Replay but more in-depth to study Tactics
    • Activity Templates

    Etc ......... so much could be offered in the main game code programming.


    Here is another video from 2013 E3 - NBA Live 14 - E3 2013 EA Press Conference - PS4 Xbox One - HD



    An interesting method of using EEG or EMG analytical/stats interface to improve movement through mobile brain body dynamics in a locomotive framework task. This could be an idea to improve A.i in games.

    Link:- http://www.jove.com/video/50602/simultaneous-scalp-electroencephalography-eeg-electromyography-emg

    The point I make here is you can use the EEG data and translate to code for player behavioral response or somewhere else in the A.i programming as a possibility of improvement.

    Food for thought. :wink:

    BUT UNTIL EA FIFA ADDRESS THIS:-

    I don't see much hope for a hardcore sport sim ever being made by EA CEO/Developers.

    Until EA Developers put more code work in A.i pattern recognition and problem-solving algorithms which really isn't that hard to do for a soccer game like FIFA, just see these games just using cheat methods of repeating structured code that really is not using any game theory talent at all. Sadly I cannot go any further on that as per Forum Rules! :rage:

    Till then I'll be reading lots of reviews and play PES-2017 because its simply cheaper for an arcady type game as a PC Gamer.

    Get it here:- http://store.steampowered.com/app/375960/

    For only $20.00

    As for EA FIFA no way am I buying again the latest release of EA FIFA 2017 if only just arcade selling for $100 plus more "$$$.$$ for online craparony, revenue for EA.

    Personally, I want a sweet piece of software programming on my PC machine that simulates true body motion and projectile/trajectory physics and not just a multiplayer junkies arcade game, but rather something more advanced in single-player where the code-base is more mature in code-work and A.i, that simple! :wink:
    Post edited by Turf_Knights2016 on
  • Turf_Knights2016
    597 posts An Exciting Prospect
    edited August 2016
    *** GAMERS WITH KNOWLEGE ON GAME DEVELOPMENT ***

    Game development physics engines and not programming is progressing further now days try games like "STAR CITIZEN" ............ https://robertsspaceindustries.com/ .............. using Crysis4 Game Physics engine

    Links to read:-











    BOOKS TO READ:-

    Game Physics Engine Development - "Book Link"
    This book was a very good introductory book for me. Although like every book, it has shortcomings (some code does not work as expected but that's fine, forces you to think even more!)

    Real-Time Collision Detection - "Book Link"
    Absolutely wonderful book/reference but a little more advanced. You can start with this book if you like. It depends on what your beginner level really is.

    Game Physics -"Book Link"
    This is not for beginners, but it is something to keep in mind. All of Eberly's book's are math heavy but once you understand the full subject, his books, in my opinion become indispensable simply because there are a rare few people knowledgeable enough to delve into that much detail.

    Physics for Game Programmers - "Book Link"
    (java examples) which looks to be the best balance of the bunch. amounts to something like physics 101 and has java code examples

    Game Physics (c++ examples) - "Book Link"
    This seems to be even more geared towards some hardcore 3d development than anything else and uses OpenGL (bonus)

    Physics for Game Developers (c++ windows api) - "Book Link"
    This book while apparently a bit more easily accessible is the most error prone of the bunch. But its like $5 so with that in mind I don't think you would be too much of a bad investment.

    It is not going to be an easy ride to study this it is a complex area in programming and creative thinking about various techniques and arguments in programming and areas of physics math principles.

    As for games glitches and bugs like Off-side issues….

    It could be that the EA Developers are allowing for whats called "Video Game Human Emotional Interaction"............ its important to have and it brings levels of excitement not boring repetitive expectations, but tactically challenging you in areas you dont even consider. That's good game development skills and creativity by the developers. Think how harder your next attempt will be once the a.i gameplay tries to fool you.

    Example Links:- http://www.digra.org/wp-content/uploads/digital-library/07311.25139.pdf

    Well its just my opinion, I personally enjoy those moments and have a go at the ref LoL

    Go to this discussion here- http://fifaforums.easports.com/en/discussion/173810/just-wow-ea#latest

    There is also a thread called “Longshots too overpowered or Goal keepers not good enough at saving them?” on what is projectile physics here :- http://fifaforums.easports.com/en/discussion/123574/longshots-too-overpowered-or-goal-keepers-not-good-enough-at-saving-them/p1

    I would like to know how EA Dev's work out velocity/mass projectiles to calculate distance in relation to the downward pull of gravity this effects the animation you see on screen

    For example vectors from player to goal watch ............














    Although EA has been around long enough to have SME's (Subject Matter Experts) that can program some hardcore code skills into games.

    But who knows whats planned for EA FIFA's future so we wait.................. http://i.imgur.com/Sugf6vH.gif





    Post edited by Turf_Knights2016 on
  • Turf_Knights2016
    597 posts An Exciting Prospect
    edited August 2016
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    Post edited by Turf_Knights2016 on
  • Turf_Knights2016
    597 posts An Exciting Prospect
    edited August 2016
    REAL PHYSICS IN GRAPHICS ENGINES


    Unity 3D - Physics, Gravity, Mass, and More [UnityQuickTips]





    Unity 3D - Rigidbody VS CharacterController [UnityQuickTips]





    The Next Generation of Havok Physics is Here...





    Game Physics 101 - Learn To Code 2D & 3D Physics In Games





    Best Graphic Engines are Havok, Unity3D, Unreal4, Unigine CryEngine3 and Outerra for physics and math principles.

    Reading Links:-


    Physics graphics engines make for true simulation in games with true realism and immersion for end-user experience. Anything else is cheap arcade gaming with poor to none programming just barely worth $20USD.

    So EA GAMES..................

    daydream-animated-animation-day-dream-smiley-emoticon-000404-large.gif
    Post edited by Turf_Knights2016 on
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