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Path of Exile - Now with cloaks!

by Silver, 2016-12-30 11:25:07

Path of Exile now has cloaks or in tech parlance cloth physics technology. There is an interview with the person responsible at the Path of Exile site.

Hi Alex! Thanks for taking part in the interview! Could you please introduce yourself and let us know a little bit about your history with gaming and programming?

Hi Bex. My name is Alex and I graduated from Moscow Institute of Physics and Technology. Since my early school days I have really enjoyed writing programs related to all kinds of physics simulations. A game called Ballance was one of the earliest games that employed a very precise, accurate and fast rigid-body physics. I was basically obsessed with the idea of mimicking that.

Since those times I have really enjoyed making all kinds of programs based on physics simulations. Some examples: a guitar synthesizer that produces sound from simulating string deformations, AI for robots in a simulated physical environment, all kinds of optics simulations (path tracing, global illumination) and simulating broken heart fracture dynamics. You can see some of my work on my YouTube channel here.

I have always been driven by games. Some of my inspirations have been exploring the weird world of Planescape: Torment, the smooth gameplay of Devil May Cry, gravity gun physics in Half-Life 2, running Mephisto in Diablo 2. There are so many games that gave me inspiration, but one of the most important is, you guessed it, Path of Exile.

Could you please tell us about your current role at Grinding Gear Games and what an average work day is like for you?

I was hired to do all kinds of experimental stuff. Implementing physics was the most natural thing for me to start with because I wanted to make the game world feel more responsive. I wanted to make it react to the player and give more visual feedback to actions. We aren't quite there yet in terms of integrating physics in all game assets that might benefit from it but the physics engine is ready. At work I do pretty much the same thing that I do for fun, I experiment with implementing all kinds of tech.

What is the most challenging aspect of programming physics for Path of Exile?

Path of Exile is a very dynamic game and when implementing physics, performance is the top priority for me. Because of that, I can't introduce any noticeable framerate drops due to physics. I was writing the Path of Exile physics engine from scratch and it had to behave somewhat naturally under completely unnatural circumstances like characters using Leap Slam with 100% increased attack speed or a Lightning Warp that basically shrinks the character to size of 0, teleports and then gradually inflates them back to normal size. A direct consequence of physics simulation for items like cloaks is them wrapping around character's head, tangling between arms and legs and flapping all over the place when attacking 10 times a second. Introducing non-physical constraints to prevent such behaviour gets pretty tricky.

What is your favourite thing you've worked on for the game so far?

I'm allowed to do any kind of crazy stuff that makes the game feel better and does not impact performance. Something as simple as character movement is actually more complicated than one may think because we want the character to affect light cloth objects they run past due to induced air flow currents. To do that, I made a very fast approximation of an actual vortex pattern created by objects moving through medium, called Karman Vortex Street, that's actually created by moving actors. It automatically creates relatively realistic and very cheap (performance-wise) approximation of air turbulence for all character movement including skills such as Whirling Blades.

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Information about

Path of Exile

SP/MP: Massive
Setting: Fantasy
Genre: Hack & Slash
Platform: PC
Release: Released


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