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Perfect Golf Physics Alpha Build


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#81 Mike Jones

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Posted 23 July 2013 - 06:51 AM

Acrilix, on 22 Jul 2013 - 10:14 PM, said:

 

 

 

.....

Reading a few of the posts in this thread I get the feeling that there is a lack of understanding by many of what this physics build is actually about. People like me, who have already adjusted terrain properties for Links 2003 will have a better understanding, and be more at home with this, but I think the PP team should try to clarify things a little more, and what they would like people to concentrate on that will help the team progress. A lot of the people downloading this are just players, and I think they are seeing this more like a very early game, and becoming confused.

 

This build is about a few things - first of all a desire to give people something to play around with so they can see how our environment plays on their PC and to take a look at our graphics close up. Secondly for people to have some fun adjusting the values so they have an idea of what physics variables can effect the ball. Thirdly to show that it's not vapourware and that we indeed are well on the way to having a playable golf game! 

 

Yes there are multiple areas which have not been developed fully yet, cup physics, tree and vegetation collisions etc and there are some bugs in the physics which will be tackled in future builds but I do hope for the time being, people are having some fun with it  :)


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#82 highfade

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Posted 23 July 2013 - 07:02 AM

Okay I've got the 'hang time' thing wrong, seem like the tour average is about 6.2 sec.

So we can assume that all forces at play but not available in the interface are correct and based on Trackman data?  The 2 settings I'm have trouble with is Maleability and roll friction.


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#83 Acrilix

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Posted 23 July 2013 - 09:16 AM

Mike Jones, on 23 Jul 2013 - 06:51 AM, said:

This build is about a few things - first of all a desire to give people something to play around with so they can see how our environment plays on their PC and to take a look at our graphics close up. Secondly for people to have some fun adjusting the values so they have an idea of what physics variables can effect the ball. Thirdly to show that it's not vapourware and that we indeed are well on the way to having a playable golf game! 

 

Yes there are multiple areas which have not been developed fully yet, cup physics, tree and vegetation collisions etc and there are some bugs in the physics which will be tackled in future builds but I do hope for the time being, people are having some fun with it  :)

 

 

It has definitely been fun to experience and finally interact with the game engine. :) 

So, from your reply then, I guess there is nothing the community can contribute at this time as regards to the physics. It is more of a toy to keep us happy/quiet!!  :lol:

It may be a good idea to include a fps display for the next release as this info will help people with slower computers. It's silky smooth on mine set at 1920x1080 Insane, although for some reason I don't get the correct size display in windows mode. :huh: 

The main irritation for me with the graphics is the shadow pop-up as you move around. I presume this is caused by Unity's method of converting distant 3D to 2D, and so will be just something we all have to live with, regardless of how powerful our computers are (unless the 3D draw distance can be increased? :huh: )


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#84 highfade

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Posted 23 July 2013 - 10:44 AM

Mike Jones, on 21 Jul 2013 - 07:22 AM, said:

A few known issues:

Ball roll friction bug - the ball fails to stop rolling on slopes no matter what the roll friction values are set to

 

I think this bug has to do with flat green surfaces as well?

 

It looks like the putter is set around  the standard stimp velocity of 4,1 Mph which means at 0.5 roll friction I get a stimp of 11.34ft.  This is fine but it shouldn't take 8 sec for the ball to stop.


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Intel Core i5-6600 CPU 3.3 GHz       Geforce GTX 1060        16GB  RAM       Windows 10 64 bit

Hazyview  (600m above sea level)    --   Nautilus Bay  (Revamp done)  --  Cape Fear  (TGC  adaptation)  --  Aloe Ridge  --  Nahoon Reef GC  --  Chambers Bay 

Abel's Crossing  --  Solitude Links GC


#85 Andrew

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Posted 23 July 2013 - 11:29 AM

We have been discussing this.  We agree


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#86 mjhamilton113

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Posted 23 July 2013 - 12:17 PM

All of this testing has given me hope that you will be able to set up golf courses to play differently at anytime. It was nice in Links to change the firmness and speed of the greens, but it never allowed you to set up a golf course to be soft or firm anywhere else. After watching The Open Championship last week it really had me excited to play a PC golf game where you could run the fairways that quick. Hopefully this is an option and can be accomplished in a realistic manner. Very exciting stuff


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#87 Andrew

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Posted 23 July 2013 - 02:43 PM

Yes, the goal of the physics is not to have abstract settings but to be able to set the firmness of the overall course and speed of greens using sliders that will have bounds that are reasonable.


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#88 Turner

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Posted 23 July 2013 - 02:52 PM

Going to apologize for the double-post here since this is FAR more active than the discussion on the announcement thread...

--------------------------------------

Ok - really interesting. Some quick feedback:

First - at the risk of sounding a bit dense (a risk I'm willing to take) - how do you quit?

Here are a few wish list items:

-lock camera relative to ball launcher - i.e. camera maintains position/angle in relation to ball launcher when it's moved

-change angular and spin input to "standard" golf terminology

- adjustable strike randomization

-wind?

-let's race carts on that long path! (I did "fly" the cart path. I feel the need for speed.)

-distance markers

Really nice start. Really looking forward to creation tools.

Cheers

Andrew


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#89 highfade

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Posted 23 July 2013 - 03:15 PM

This is fun! :D 

yam6.jpg


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Intel Core i5-6600 CPU 3.3 GHz       Geforce GTX 1060        16GB  RAM       Windows 10 64 bit

Hazyview  (600m above sea level)    --   Nautilus Bay  (Revamp done)  --  Cape Fear  (TGC  adaptation)  --  Aloe Ridge  --  Nahoon Reef GC  --  Chambers Bay 

Abel's Crossing  --  Solitude Links GC


#90 loner

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Posted 23 July 2013 - 04:01 PM

I just joined, downloaded Alpha.

Installation went well.

A few (more than a few) fumbles playing and I finally sunk the ball.

Fortunately I didn't see the scorecard.

Exit was difficult to find, I hit the Windows key and game went to taskbar, then with a right click I shut it down.

I must say it's a beautiful game, the finished product should be spectacular.


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#91 SJude

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Posted 23 July 2013 - 04:13 PM

Going to apologize for the double-post here since this is FAR more active than the discussion on the announcement thread...

--------------------------------------

Ok - really interesting. Some quick feedback:

First - at the risk of sounding a bit dense (a risk I'm willing to take) - how do you quit?

hit the windows key while in the program, once back to desktop right click and hit close and you're out of there.


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#92 Turner

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Posted 23 July 2013 - 04:24 PM

SJude, on 23 Jul 2013 - 4:13 PM, said:

 

Going to apologize for the double-post here since this is FAR more active than the discussion on the announcement thread...

--------------------------------------

Ok - really interesting. Some quick feedback:

First - at the risk of sounding a bit dense (a risk I'm willing to take) - how do you quit?

hit the windows key while in the program, once back to desktop right click and hit close and you're out of there.

 

Thanks!

 



#93 golfcart03

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Posted 23 July 2013 - 04:52 PM

I downloaded, installed and took a quick look af the Alpha of the game over the weekend.  I will run my tests of the Alpha tomorrow and will post the results within a day or two.


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#94 Mick-S

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Posted 23 July 2013 - 04:58 PM

hit Alt and F4 to quit.



#95 woodworkery

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Posted 23 July 2013 - 10:53 PM

Ok I'm confused, is this how it's going to be? Are we setting the performance of our clubs, so we are more are less controlling the performance of our clubs? I'm confused :unsure: 



#96 briarfox

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Posted 24 July 2013 - 09:21 AM

Got into alpha and had a look, was a lot of stuttering and see attached screen shot which I think is due to my old and clunky machine. Had the settings at fastest. I think time to upgrade but would like to know what sought of specs I'm going to require.

Attached Files



#97 Mick-S

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Posted 24 July 2013 - 05:12 PM

briarfox, on 24 Jul 2013 - 09:21 AM, said:

Got into alpha and had a look, was a lot of stuttering and see attached screen shot which I think is due to my old and clunky machine. Had the settings at fastest. I think time to upgrade but would like to know what sought of specs I'm going to require.

I have a comp with these specs ( CPU: Intel Core i5 2400 3.10GHz | RAM: 4.00 GB | GFX: nVidia GeForce GTX 560Ti | Monitor: Samsung 27" | OS: Win7 64bit | and get 60fps windowed mode and insane, not saying this would be the min required.

but like most of us it all boils down to what you want or can afford to spend.



#98 Dazmaniac

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Posted 24 July 2013 - 05:16 PM

woodworkery, on 23 Jul 2013 - 10:53 PM, said:

Ok I'm confused, is this how it's going to be? Are we setting the performance of our clubs, so we are more are less controlling the performance of our clubs? I'm confused :unsure: 

 

All this tool is for is to gauge how the ball reacts to various surfaces regards, bounce, roll etc. depending on how the ball has been hit. This ball physics behaviour will then be coded in to the game, so that when we are using our chosen swing methods and hitting shots, how the ball reacts when it lands, will have been determined by the BETA work carried out with this tool.

 

So that when we finally get a game to play, we will be able to use sliders to set values for how slow/fast and soft/firm we want the conditions to be. This saves the player having to trawl through a myriad of menus and specific texture values to set the course up ready for play.

 

How you hit shots with each club in the game will be done via real-time swing or click-meter, but how the ball reacts, will be based on the findings from the testing done with this tool.

 

;)


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#99 golfcart03

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Posted 24 July 2013 - 06:31 PM

Hi Everyone:

I was able to play this Alpha version of the game and here are the results from my tests.

(NOTE:   The Alpha of the game was tested based on a Novice Players level.)

 

(Computer:)    AMD 3.4gig, Quad core processor,  Gigabyte, Socket AM3 motherboard, 4gig, (2x 2gig sticks) GSkill, DDR3, PC1333, Matched Dual Channel Memory,  

A 320gig, 7200R.P.M. Sata II Hard Drive, A 650Watt Power Supply, High Speed Cable Internet and Windows XP Professional, 32 bit with Service Pack 2 , (Nothing Overclocked.)

(Video Card:)   H.I.S. Radeon HD 4670, 512Mb. Turbo PCIe-20x, with ATI Video Card Driver version 10.2, (Overclocked 10%.)

 

(First Screen:)   When the launcher screen came up, the first thing that I noticed was that there was no information regarding the length of the hole.  The ball launcher and the tracer lines appeared to work pretty good,  However, I did not find a way to fly over to view the landing area and there was no overhead view of the holes layout.

 

(Drive Information:)   The drive information located at the bottom of the screen appears to be information that would be needed by the designers .  The only things that I believe tha Novice player would want to know is how far his/her drive traveled and how far the ball rolled.

 

(Following the Drive:)   Pressing the "N" key after my drive took me the the landing area on the fairway.  The first screen showed an overhead view of the launcher however, there did not appeared to be a view of the were the green was located.   This required me to make several drives to different areas in order to locate the green.  There was also no information regarding the distance from the landing area on the fairway to the green.

 

(On the Green:)   Once I found and was able to get on the green, the only screen that came up was another overhead view of the launcher with an arrow sopposedly showing the direction of the putt.   Once again, there was no screen that showed the location of the pins or the distances from where the ball was on the green to the pins.

 

(Textures and Colors:)   The key to change the textures on the greens, in the fairways, rough and bunkers did not seem to be working; And I would have liked to see more clearity and sharpness in the details of the textures.  Since there was no information about the day's conditions, I assumed that it was an overcast day as the colors around the course were not as vibrant as they would appear on a sunny day.

 

(Overall Impressions:)   Although it appears that this game is in the beginning stages of it's design.   I am certain  that there will be several updated betas with many changes to the game and gameplay before it is ready to be release.   In my humble opinion, once it is released, I believe it will have the potential of becoming an excellent PC Golf Game that will be as good as, or perhaps even better then the Links and Tiger Woods series of PC Golf games; And, possibily the Best PC Golf Game ever designed to date.

 

Thanks for making this Alpha available for testing and I will look forward to testing any additional betas of this new game.

 

Make it a super day. 


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#100 woodworkery

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Posted 24 July 2013 - 07:17 PM

Thanks Daz , for the reply. Now is everyone going to have their own data,or is it going to be an average on what the community comes up with? So in other words is this step one that we have to do in order for our shots ( when we get a playable game ) to react ?






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