
Screen filling bosses
“Screen filling boss” is a term that is used in the world of video gaming to describe massive enemies. If an enemy is screen filling it either takes up the whole screen or it is so big it is necessary to look up to see its full height.
The world of computer games is measured in pixels. This means that these screen filling monsters would be 1080 pixels or more in height on a conventional monitor. In the case of my 24 inch monitor, a screen filling boss would be at least 30 cm tall when displayed on screen.
Virtual Reality offers a new challenge because we will no longer be looking through a window into a world measured by pixels. The units of measurement used in virtual reality will be centimetres and metres. In the real world, a boss like our friend the Cyberdemon in the picture would be several stories high.
A new sense of scale
Virtual Reality presents games developers with a sense of scale they have never had to deal with before. This prospect may be daunting, but it is also liberating. Virtual Reality’s sense of scale has inspired me to create a new damage modelling system intended for use in 1:1 scale Virtual Reality applications.
Let's shift our scale down from the gargantuan Cyberdemon to the size of your typical player character and human sized enemies. Standard health bars work fine in conventional games. Characters are scaled down and harder to hit—the precise location of the hit does not really matter unless it’s a head shot, so a meter to show “general body condition” is fine.
Some games like Fallout 4 use systems to allocate damage to different places on the body, using separate health bars for each. The problem I can see in Virtual Reality, and also the opportunity, is that due to the 1:1 scale world we are experiencing—it will be much easier to hit a target, and also to be able to hit it in a specific place. In virtual reality, it may not be enough to treat an entire limb as a single health bar.
It's possible to ask the question, where has the bullet hit on the arm? Was it on the hand? The upper or lower arm? Should a hit anywhere on the arm be measured on a single bar, when being hit in each location would do a different amount of physical damage? If this is the case, then how many health bars are needed to accurately model how much damage has been taken and where?
There comes a point when health bars are no longer sufficient.
A new approach to damage
Health bars have done an admirable job of measuring our status for decades now, but perhaps in the virtual world it is time for them to be replaced by a different model. The new realistic scale of VR has inspired me to begin development on a new system, based on real world techniques. This technology is made possible through new software by Nvidia called FleX. FleX is a new way of programming material based physics.
Ballistics Gelatin is a test medium used in the real world for measuring the destructive potential of firearms on the human body:
Here is an early attempt to replicate the physical properties of Ballistics Gel using FleX:
Using Nvidia Flex, it may in future be possible to create player and enemy models with the potential to take damage in a highly realistic way. The potential is limited only by the imagination and the degree of detail required. There would be the ability to measure the difference in damage between a flesh wound and a direct hit. Flesh, muscle and bone could be modelled as part of a character, and highly accurate anatomical structure could be used.
We live in exciting times, and myself as a developer am excited to share this technology with the development community.
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