When you go to a press talk at the Perimeter Institute for Theoretical Physics in Waterloo, Canada, you expect there to be some smart remarks about what people may or may not know. Be warned, if you try to do this to Canada’s prime minister Justin Trudeau he will show you just how much he knows.
The clip starts with the reporter asking that he “was going to ask you [Trudeo] to explain quantum computing” before going to ask a question regarding Canadas ISIL mission. Trudeau wasn’t going to let this slide though and began by fully explaining how quantum computing works. He explains everything from how regular computers currently work and how quantum computing could allow us to “encode more information into a much smaller computer”.
Throughout the entire response, Trudeau is backed by cheers and laughter from the crowd, with many probably as surprised as the reporter that asked the question in the first place that he was able to accurately responds with a range of details regarding not only quantum theory but also how it would help computers.
The advancement of technology and gadgets have paved the way for some unique and interesting innovations; this is no different and could revolutionize the way we interact with the real world. The gadget in question is a tiny molecular scanner that could be fitted onto a regular smartphone with the potential capability to “pinpoint properties such as the sugar content in an individual piece of fruit, the percentage of fat in a particular cheese, or identify whether a drug is a counterfeit or an illegal substance”.
This new device has been developed by consumer Physics, an Israeli start-up company that aims to offer a route to easily accessible knowledge for every consumer. The SCIO scanner works by utilizing the “near-infrared spectrum to analyse light reflected from objects and decipher their unique molecular fingerprints”. That fingerprint is then used to deliver a range of information concerning the properties of a particular object to the user via the user’s smartphone.
Below is a video which provides a further expansion on the potential features of this device. This device has been helped along by a successful Kickstarter campaign in 2014 as well as many demonstrations at tech events around the world; this helped to garner huge interest among consumers and experts alike.
This device certainly has potential and hopefully it will live up to expectation if indeed the possibilities are “endless”.
Scientists seem to have a lot of time on their hands if this is anything to go by, but hey ho, if you quite liked the idea of world domination while using a death ray, then this article is for you.
A single laser pointer is not anywhere near powerful enough to inflict a nasty end on one’s enemies due to having a power rating of 5-milliwatts. According to James Kakalios who is a physics professor at the University of Minnesota and the author of “The Physics of Superheroes”, what a job that is, makes the point that it’s in reality quite tough to kill a human being with lasers. But he did have a go at explaining it by stating that the most effective way to use a laser on a human is to “target the eye and thus melting the brain”, blimey, he must be fun at dinner parties.
So, how many lasers would you need? Well, according to Rebecca Thompson of the America Physical Society, you would need a laser at approximately 1KW, this equates to around 200,000 laser pointers. You would also need each laser pointer to focus through a lens on one spot with the aim of concentrating enough power. Every laser beam would also need to be in a “semi-circle with a radius of about 5.5”, so in theory you could buy 200,000 “laser pointers before mounting them on a Sphere with a radius of 5, 5 and aim them all through a lens.”
So yes, there you go, now you can in theory build your own death ray, well sort of, (quick disclaimer, eTeknix would advise that no one attempted to build their own death ray, we do want readers that are not melted.)
On a side note, below is a video that shows this concept being conveyed at an insane level, a Youtuber who goes by the username “styropyro” has built his own Laser shotgun which has a combined power of 40W, as you do. Guns are a problem within society, let’s hope no one decides to use laser weapons instead.
Project CARS crowd funding development model gave backers the opportunity to provide feedback and ask for changes to the handling model as well as other tweaks. The ability to work so closely with the development team resulted in a game which reflected the style of its core audience. Unfortunately, Project CARS suffered from some atrocious AI issues and bizarre bugs after the closed testing period. Although, the last two patches have improved things a great deal and made the experience more realistic. The developer, Slightly Mad Studios has just released the latest PC patch which features a number of major fixes including optimization refinements. Here is the complete list of changes in full:
PC patch 5.0 changelog
* Enforce fixed (default) setups – fixed cases where enabling this would still allow players to use custom setups. Enabled the player’s custom controller settings to still be used when using fixed setups.
* Mojave layouts – fixed an issue where, if the host were disqualified, it would force end-of-race for everyone.
* Fixed an issue with tyre choices being ignored during pit stops.
Physics & AI
* Improved AI behaviour in pit lanes to further reduce cars hitting the pit walls when driving out of the garages.
* Fixed an issue where cars under AI control would struggle to drive correctly on tracks with high banking.
* Fixed an issue where some car parts that were dislodged during a collision would not be removed when the track is cleared.
* Fixed an issue where the maximum amount of contract and invitation emails could be exceeded with DLC installed, resulting in the player not being notified of newly unlocked contract offers and invitational events.
* Fixed a bug on the splash screen where the controller used to press the A Button to start was not selected as the current controller.
* Logitech G29/G920 – updated default controller map sets for the layouts to be consistent between wheels and across platforms.
* Logitech G920 – fixed an issue with the gearshift mapping.
* Removed default assignments for wipers and lights, as this was disabling the wipers/lights turning on automatically when it started raining or got dark.
* Nürburgring GP, Sprint, Sprint Short – fixed an issue that caused issues for cars pitting in the first pit spot.
* Nordschleife – fixed an issue that caused cars to get stuck against the pit wall when driving in the pit lane.
* Nürburgring Sprint Short – fixed a cut track issue at the NGK Chicane.
* Barcelona GP – fixed cut track issue when entering the pit lane.
* Watkins Glen – improved overall track performance to address frame rate drops in certain areas.
* Aston Martin Vantage GTE – tweaked cockpit exposure to work better with rainy conditions.
* Aston Martin DBR 1-2 – set the car up so that the steering wheel remains in a static state when the user chooses the ‘hide wheel’ option, so that the user can still read the vital info displayed on the wheel.
* Aston Martin DBR1 1959 – fixed an issue where the wrong helmet was displayed when using Helmet View, tweaked inertia and roll stiffness to improve collision behaviour.
* Audi 90 IMSA GTO, Audi R8 V10 plus, Ruf Rt 12R – fixed an issue where the KERS bar would appear on the HUD of these cars, even though they don’t have KERS.
* BMW 320 Turbo – fixed an issue where the car would start ‘wandering’ in straight lines after a few laps.
* Bentley Continental GT3 – updated engine and minimum ride height to match latest; mapped real world balance of performance; updated gearbox ratios to current FIA specifications, putting it more in line with the other GT3 cars.
* Ford Mustang GT – improve braking power to better match the car’s weight.
* Ginetta G40 – partial fix for front tires overheating if pressure goes over 1.8bar.
* Historic Lotus Formula cars – improved the Helmet View exposure settings
* Lotus 98T – fixed an issue with missing bodywork in the cockpit
* Mercedes C Class DTM – adjusted steering wheel shift lights to better match the engine’s power band.
* Ruf CTR – changed to a more durable brake pad for track use and added an optional brake duct to help control temperatures at slow tracks.
GUI & HUD
* Display correct message when trying to toggle assists when assists are disabled.
* Fixed an issue with the Leaderboards navigation that prevented the user from changing the vehicle or location.
* Changed the displayed values for Lateral and Longitudinal weight bias, to make it more intuitive.
* Fixed an issue with bad Text spacing on the Telemetry screen.
* Fixed various issues with the HUD gearshift indicator during replays.
* Fixed an issue where making real time changes to the stability control would display incorrect information.
* Fixed an issue where the in-game Standings screen ‘Lap time’ was cleared too soon.
* Fixed an issue where the ‘Sync to Race’ option was unavailable when configuring Weather Progression.
* Fixed an issue where the Best Driving Line assist appeared in the rear view mirrors.
* Localisation – added ‘United Arab Emirates’ used by Lykan to non-English language sets.
* Fixed an issue with Quick Race Weekend, where running Qualifying and Race without a Practice session would cause the Qualifying session rules to not work correctly.
* Fixed a case where the ‘One more for the road’ achievement would not unlock correctly.
* Fixed an issue where the player could still toggle driving assists on via buttons, even when driving assists was disabled.
* Fixed an issue where the external driving camera would clip through the track on steep banking.
* Fixed an issue with random cloud ‘popping’ in and out of view.
* Fixed an issue with clouds disappearing when using time acceleration.
* Fixed a render timing issue that would at times cause a black screen when the processor is under heavy load.
* Fixed an issue that caused the player’s view to switch from helmet camera to cockpit camera during pit stops.
* Fixed an issue with Enhanced Mirror, where enabling it could at times cause occasional drop-outs of mirror content
* Improved support for Oculus Rift rendering to desktop and headset simultaneously.
* Added command line option -vrfullscreen for use when using second screen, to use whole screen instead of windowed mode.
* Amended driver head offset when in Oculus Rift mode – defaults to 0.0 but can be set using command line -vreyeoffset amount.
* Added HUD position editing control keys to the existing HUD editing setup: AD – left/right, WS – up/down, ZE – in/out. (Note that this doesn’t save yet between game restarts. We have this working internally now but it missed this patch, so will be coming your way very soon)
* HUD and Menu system is now located in world and car space instead of attached to the player’s head.
* Updated to Oculus SDK 0.7.0.0.
– NOTE – If you experience a black flicker/flash in the right eye view when playing in VR, please ensure that you have VSync enabled.
Personally, Project CARS was the most disappointing game I’ve played for some time. However, I have to commend the development team for sorting out the weird bugs, and erratic AI behavior post-launch. The latest patch features a huge array of essential updates which might be enough to make me re-evaluate the game. Please note, the console version of this patch should be coming very soon.
Thank you TeamVVV for providing us with this information.
Have you ever wondered how it’s like to travel through our solar system? Yeah, it may be boring and it may take years and years if you’re not travelling at the speed of light, but how about a virtual journey?
If your answer is yes, then let animator Alphonse Swinehart take you on an amazing virtual journey from the Sun to Jupiter, at the speed of light! However, don’t expect it to last just a few minutes, even at this speed.
Swinehart wanted to illustrate the mind-blowing scale of the solar system we live in, and he apparently did it in this not-so-short amazing video. The detail, from the scale of planets to the actual distance between them, appears to be accurate, but he did make a few minor tweaks.
“I’ve taken liberties with certain things like the alignment of planets and asteroids,” he says, “but overall I’ve kept the size and distances of all the objects as accurate as possible.”
In addition to the above, Swinehart did not take into account the physics that theoretically are in place when travelling at the speed of light, such as distorted vision and the time slowdowns.
Nevertheless, it looks like the journey will take about three quarters of an hour, so it would be wise to free up your schedule a bit if you want to watch it.
Oh, also, if you’re interested in more of Alphonse Swinehart’s work, you can find his portfolio webpage here. Enjoy!
The major tropes upon which most science fiction is based, time travel and visiting other worlds, will never be achieved by humankind, according to professional bonfire urinator (and astrophysicists) Professor Stephen Hawking.
In a BBC interview with comedian (and physicist) Dara Ó Briain, Professor Hawking said that traveling back in time is theoretically impossible, and that mankind will not leave the solar system in our lifetime, if ever. Professor Hawking told Ó Briain, “I still believe that time travel to the past is not possible for macroscopic effects,” adding that “You can’t send a message back in time.” The ‘Grandfather Paradox’? Stop wasting your bloody time, Hawking says.
Regarding interstellar travel, he says, “The present breed of humans won’t reach the stars.” The distances are too great. The radiation exposure would be too severe.” In an uncharacteristic spirit of optimism, however, Hawking does concede that it could be possible if we were to “genetically engineer humans or send machines.”
Oh, and in case you were wondering, there is no God – “I think the afterlife is a fairy story for people afraid of the dark” – and entering a black hole will kill you – “If you jump in a black hole, you will meet an unpleasant fate” – so, if you were thinking of doing that, don’t.
The highest grossing movie of 2015, Avengers: Age of Ultron has been out around a week now; sorry USA, you get it tomorrow. In this time, the world has been given a cinematic master class in how movies should look, big and brash to put it bluntly. However, there is one physicist in America that just couldn’t let his mind rest after watching the latest teaser of the Hulk Vs Iron Man Hulkbuster fight; he wanted to figure out how hard that blow needed to be to send him over the other side of the block.
I’m not even going to try and compress this down, this is the ultimate nerd bomb, but first the video.
“The Mass of Hulk
I know you don’t want to look at this first, but it’s the best place to start. Before looking at the Hulk as he is thrown back from the punch, I need to know his mass. But how could I possibly get the mass of the Hulk? Let me make the following assumptions:
He has a similar density as a human being.
The Hulk is about 2.5 meters tall—based on how he looks next to Captain America.
The Hulk is a bit bulkier than a normal human.
Since I assume the Hulk has the same density as a human, I can use a comparison of volumes (with a human) to find the mass. Suppose that we represent both a human and the Hulk as a cylindrical shaped object.
Since the Hulk isn’t just a tall human, I have to take into account his “bulk”. The volume of the Hulk cylinder is larger both because of the size and because of this “shape” ratio that I call a2. Let me skip right to the fun part. If the Hulk is 2.5 meters tall with a shape coefficient of 1.25 (just a guess), then he would have a mass of about 290 kg.
How Far and How Fast?
Next, let’s look at the video clip to estimate how far the Hulk went after being hit by Iron Man with the Hulkbuster armor. If I can determine how far the Hulk flew back, I can also estimate his speed after getting walloped by Hulkbuster. At first glance, it seems like he is moves back about one city block (or maybe more). Of course, I would like a better estimate.
After poking around on the Internet, it seems clear that this fight takes place in Johannesburg, South Africa. Better than that, I have found the location of Iron Man when he punched the Hulk. Here it is.
Boom. Right there in front of City Hall just to the left of one of those palm trees. Ok, that seems like the location of Iron Man when he hit the Hulk. But where did the Hulk go? From this shot, it appears he went North and away from City Hall.
It would seem that the Hulk would land somewhere past that tall building. If you try to find the landing location on Google Maps, you will actually find that it is right about where he started but looking in the opposite direction. If I assume that Hulk goes just past that tall building, his travel distance would be somewhere around 110 meters.
But what about his launch speed? I could use the travel distance and the flight time to get an estimate of the speed but there is one small problem. I don’t actually know the time. The clip shows the Hulk flying away from Iron Man and then cuts to another scene where he lands. I’m not sure these two scenes don’t overlap. But don’t worry. If I estimate the launch angle (I’m going to guess 20°), I can use basic ideas in projectile motion. Let me write the following equation for the horizontal distance traveled.
Yes, you might call this the “range equation”—but be careful. This equation can be quite dangerous. Your best bet is to really understand the basics of projectile motion.
Going back to the Hulk, if I use an angle of 20° and a horizontal distance of 110 meters I get a launch velocity of 40.95 m/s (91 mph).
I have an estimate for Hulk’s mass. I have an estimate for the Hulk’s speed just after the punch. But what about the punch itself?
Since I know both the Hulk’s mass and final (final as in after the punch) velocity, I also know his change in momentum. This means that I can use the Momentum Principle which says:
Technically, there are two forces acting on the Hulk during the punch. There is the force from the punch and then there is the gravitational force. I think it will be ok to just ignore the gravitational force for now (you can go back and add it in as a homework assignment). This means that I just need the time interval that the force is applied to Hulk. It’s difficult to determine exactly when Hulkbuster’s fist made contact and then left contact with the Hulk, but it looks like 3 frames is a good estimate. This would put the contact time at 0.067 seconds (3 frames is clearly longer than the actual contact time).
Now we can calculate the force of the punch. Since the force is in the same direction as the change in momentum, I can deal with these quantities as scalars instead of vectors (just a note for my physics friends).
With a slightly shorter time interval or a slightly higher launch speed, this force could be close to 20,000 Newtons (4500 lbs). That’s a large force, but remember that this is the Hulkbuster armor.”
Wow, 4500lbs; that’s on heck of a punch. There are still a few unanswered questions, but that’s enough ‘nerding’ for one day, go play some games or something. I’ll just leave this here.
Thank you to Wired for providing us with this information.
Well, well… I’ve been thinking about a Dota 2 FPS-style mode for a long time now (but didn’t actually do anything about it). However, it looks like a modder out there created something similar and, if you ask me, it has transforms the gameplay into something like World of Warcraft.
A redditer first posted the mod called ‘Action Dota’, as the video title states, on the /r/Games Subreddit. Its developer, redditer BMD_, then replied to the thread a few hours later. In his post, he explains what he used and how he used it to turn Dota 2 into Action Dota 2.
“This is done as a Dota 2 mod using the Source 2 Dota 2 engine, but I did completely blow away and recreate my own keyboard/mouse control system instead of using the built in Dota controls. I created my own system of motion that allows me do to things like have characters jump and strafe, and turn at an infinite rate. In fact, no unit orders are given at all in the game, nor are any hero abilities or items used.” he stated in his post.
Though it works, the project is still in the Alpha stages. The redditer tells us that the some features do not have proper physics and that the camera ‘just works’, meaning that the mod needs a lot of work before he can get the full 3D environment set up properly.
“The camera controls are extremely hacked-in (but functional), and you can probably see in the video that each player has to select a flying enigma unit at the start which I detect and then use as the object to point the camera at. There is no facility currently available for me to manually reposition the camera except by locking the camera to the created “camera” unit, which results in some unfortunate limitations.
I currently use the built-in Dota 2 LinearProjectile system (which is used in game for things like Mirana’s arrow or Puck’s orb), but I’m going to have to tear down and recreate that entirely as it doesn’t support any 3D collisions (height is ignored) or other dynamic behavior.” he added in his post.
There’s now question that other issues will crop up in it until we see a proper final Beta, but why wait until then and not start your own project? The redditor stated that he constantly releases the systems he creates for other modders to use too; feel like making your own mod now?
Boeing just patented the technology for a “method and system for shockwave attenuation via electromagnetic arc,” which is a fancy was of saying force field. While we’re still a long was from having the kind of protective bubble seen in Sci-Fi shows and movies such as Star Trek, this is certainly one of the first steps on the road towards achieving that technology.
The concept uses a range of sensors which detect an incoming shockwave from an explosion, while a processing unit tries to calculate the type of blast, the size and distance using its database of explosion signatures. It will then work out the best strategy to use to defend against the attack. The new system only protects against the explosion, rather than any ballistic objects, for which the vehicles used are likely already protected against with their standard armour.
When a blast from something like an IED is detected and analyzed, a laser, blast of electricity or microwave energy can be fired into either the surrounding air or water to create a wave of plasma which acts as a shield between the explosion and the vehicle. The heat and density of the plasma will help to deflect and absorb the incoming shockwave, thus protecting the vehicle. The system essentially fights fire with fire, trying to cancel out the incoming wave.
It’ll be interesting to see how this technology develops, but for now, it’s certainly freaking awesome and paves the way for a lot of very cool technology in the future.
‘Free’ looks like the word everyone is using recently when it comes to technology. After we saw Epic make its Unreal Engine 4 available for free, it now looks like NVIDIA is taking the same approach with its PhysX technology by giving away its source code for free.
While some bits of the PhysX technology were available for free on Windows, the developer now has given the full source code, which means that it will include the PhysX Clothing and PhysX Destruction features.
By having the full source code free and available for anyone out there, developers will be able to take full advantage of this world-class physics effect in their games, as well as speed up the adoption of the technology in future games.
Unreal Engine 4 itself has the Clothing and Destruction technologies integrated into the engine. However, developers can now add the technology in their own game engines, should they choose not to use the UE4 engine.
The aforementioned technology has been seen in titles such as Batman: Arkham Asylum, Batman: Arkham City, Bioshock Infinite, Borderlands 2, Lords of the Fallen, Monster Hunter Online, Daylight, as well as the upcoming title, The Witcher 3.
All PhysX technologies can be found in the NVIDIA GameWorks library, including the latest version of PhysX, namely 3.3.3. It is said that the latter version brings improved stability and performance, along with features such as constrained rigid body dynamics, collision detection, scene queries, character controller, particles, vehicles and much more.
The long-awaited winter patch for Battlefield 4 has just been released by DICE. The change log states that the patch brings AMD Mantle optimizations and a few graphical improvements aimed at PC users.
Also, the patch brings a new game mode, namely Squad Obliteration. Anti-cheat measures have seen a few improvements as well, along with changes to the combat system and some minor fixes throughout the game.
A key feature seems to be the new real helicopter physics, allowing players to perform barrel rolls and loops. The complete patch itself is said to weigh in at around 1.34 GB.
The complete change log can be viewed below:
Added Squad Obliteration game mode
Added support for New player servers (rank 10 and down)
Added support for matchmaking into ranked servers (in addition to standard official)
Various anti-cheat improvements implemented
In combat system now temporarily disables squad spawning when squad mate is in combat
In combat system now temporarily disables Medic Bag healing based on damage taken and incoming suppression increase
In combat system now temporarily disables First Aid Kit healing based on damage taken
Decouple vehicle aiming from turning option added
Added Mastery Dog tags for several weapons that were previously missing
Added 3 new Premium playlists: ‘Large Scale Battles’, ‘The Battlefield’, and ‘Close Quarters’
Fixed an issue that would sometimes cause an error about stats not fetching, if connecting to a session after immediately being disconnected
Fixed an exploit related to CTF/Obliteration exploit using M224 Mortar/MAV/EOD Bot
PC – Several AMD Mantle optimizations
PC – Various graphical performance improvements
PS4/XBOX ONE – Fixed a case where the Battledash would not show after signing out of a profile while in the rent-a-server section
PS4/XBOX ONE – Fixed naming inconsistency with the server browser and quick match for Conquest Large
Xbox One – Fixed an issue where the user would sometimes not enter friends online session when joining through ‘Friends List’
Xbox One – Fixed an issue where Digital Premium Edition did not give premium access on Battlelog
X360 – Fixed an issue where performing a sign-in change during game would sometimes result in endless black loading screen
X360 – Fixed an issue where multiple users in the same squad would crash if the squad leader disconnected from a full server
Added option for player to separately toggle the slowdown and auto rotation components of aim assist. Server admins can now enforce a disable of the auto rotation component on ranked servers
All consoles – Fixed an issue where it was not possible to join a rented server that had a password set
Footsteps: Significantly improved audio of footsteps for enemies and friendlies so that they can clearly be heard. Also fixed an issue where grenades explosions or other loud sounds would mute footstep sounds
Fixed an issue where EOR music would not play in CTF
PC – TDM/SQDM: ‘Tension music’ now correctly playing for all teams in TDM and SQDM
Updated the shading for many of the Dog tag country flags to make them more accurate
Animation: Cleaned up fast side to side movement of the character in third person
Fixed an issue where tracers would incorrectly show up on bullet impacts
Fixed an issue where the soldier camouflage selected would change to default between rounds
Fixed the cropped “Ready” status on the F-35 and J-20 fighter jets so that it is now fully visible
Fixed a HUD related issue that would sometimes occur when players on the same server would use the FLIR/IRNV
Dog tags will now display stats both in game and in menus
Several hit indicator and crosshair improvements
Fixed an issue where a player’s health is displayed incorrectly when they get hit while regenerating health
Updated HUD Logic for several weapons so that they show “overheat” messages correctly
Tweaked Jet HUDs to be more clear
Improved scout helicopter crosshairs
All consoles – Removed an incorrect reference to parachute in the customization screen
Deploy screen – Added deploy screen advanced options to show vehicle passengers, more details on occupants and squad mates
Deploy screen – Improved squad mate selection when in vehicles
All helicopters have new more agile physics applied (you can do both barrel rolls and loops!)
Animation updates for m412 and sw30
Fixed an audio bug where the air missiles or TV guided missiles would play multiple times for one shot
Fixed an audio bug where the FAC boat cannons would loop indefinitely
Adjusted the graphics for the Kobra red dot reticle to make it longer to more closely match the actual reticle
Removed small animation played when going into sprint for any weapons that have a fore grip
Adjusted QBZ95 fore grip position in first person
Fix for RPK74 bolt cycle during fire animation
Improved HUD clarity for red dot sights against snowy/bright backgrounds – AND improved PS3/Xbox360 look as well
PS3/PS4 – Fixed an instance where a player would be unable to switch back to the bow from a secondary weapon if spawning as a passenger in a vehicle
X360 – Fixed an issue where Vehicle IRNV would not detect infantry on equal elevation properly
MAPS HANGAR 21
PS3/PS4 -Fixed an issue where a user would get stuck when descending the ladder that leads to the lower Hangar
Fixed a sound bug that would cause the titan engine audio to become distorted
Fixed various smaller sound issues
Fixed an issue where user would encounter snowing VFX inside of the hallway west of objective B if spawning on squad mate.
Fixed several collision issues based on community feedback
Fixed a collision issue which would cause players to fall down from the big neon sign that is used as a bridge between 2 buildings
Fixed an issue where a user could see through the game world after destroying part of a building situated near the CN base
Fixed several collision issues that would occur after the mudslide levolution was triggered. The mudslide has also been optimized to reduce visual glitches
Rush – Fixed issues with the EDO bot having no collision with several sidewalks around the US base first set of M-coms
Fixed an issue with an indestructible window in the house at the center of the map
Fixed an issue where a player could get stuck behind the pipes at Flag C and be forced to redeploy
Xbox One – Various issues collision near the valves and between them after the levolution event
Fixed several collision issues based on community feedback
Made collision conform closer to render mesh for destroyed track pieces. Moved collision volume in the level to accommodate the new changes to the adjusted object collision
Fixed several collision issues based on community feedback
Fixed several collision issues based on community feedback
Fixed an issue where users where able to get C4 kills through the roof
Fixed several collision issues based on community feedback
Fixed several collision issues based on community feedback
Fixed several collision issues based on community feedback
Fixed several collision issues based on community feedback
SIEGE OF SHANGHAI
Improved collision issues on several skyscrapers
Fixed an issue where a user is unable to deploy Radio Beacon, MAV and similar gadgets on the boardwalk located north from the water and south from objective C
Fixed several collision issues based on community feedback
Added collision in the ceiling of the cave so that is no longer possible to hide there with the little bird
GULF OF OMAN
Lights now no longer stay intact once building is destroyed
Thank you NextPowerUp for providing us with this information
It isn’t easy to get an uneven object to spin, at least not for very long. We’ve all tried spinning our pen or what else is around us while on the phone or other down times. Disney Research employees must have done the same.
They have come up with a solution to make pretty much any shape spin stable for a longer period of time using 3D-printing technology. The idea behind it is, that if you have near-perfect control of the distribution of mass in an object, you can control its centre of gravity.
Using the knowledge of physics and just the right materials, Disney is able to 3D-print spinning-tops in pretty much any shape they can think of. In the demonstration video we see everything from spinning teapots, elephants, action figures and dancing Buddha’s.
The technique is quite impressive, and it isn’t hard to imagine how this will be turned into profit by the Cartoon giant. Sadly, it doesn’t look like any of the toys demonstrated in the video are going to be released for us to play with, that dancing Buddha was kinda cool.
Thank you TechCrunch for providing us with this information.
There have been talk of future robots resembling the T-800 model from the Terminator series for some time now. Yet, no company has even arrived close to a design, yet alone a prototype of such a robot. While we won’t see any T-800’s running around anytime soon, we might see some versions similar to the T-1000. At least that is what MIT and Google’s Boston Dynamics are aiming to build.
Reports say that a team at MIT has discovered how to make a phase-changing material composed out of a mixture of wax and foam, having it change states from hard to soft at any given time. The researchers even state that thanks to the cheap materials and easy-to-make mixture, it can be used in a variety of robotics, spanning from common autonomous vacuum cleaners to high-tech advanced and complex robots.
The material has been stated to be the work of Anette Hosoi, a mechanical engineer and applied mathematics professor. She and her team, including her former graduate student Nadia Cheng, stated that the material could be used in a variety of fields, such as medical robots that can deform and change shape in order to navigate internal organs and vessels to perform delicate surgery. Other uses include rescue robots, having to navigate through collapsed structures in order to find and rescue survivors.
While the MIT has developed the material, it is said that Boston Dynamics is in charge of making the entire project, having it initially designed to contribute to Darpa’s Chemical Robots program aimed at developing robots with octopus-like abilities that are able to squeeze into small spaces. Therefore, the engineering team came up with the wax and foam idea, having the wax heated up with current running through a wire in the structure in order to make it malleable. A bonus to this technique is the material’s ability to ‘repair’ itself.
Having the wax material heated up, all deformations suffered while in the hardened state are said to repair themselves when in the soft state, just like the T-1000 robot from the Terminator movies, having the material recover from surface and even deeper damage. The researchers are said to now focus on finding a new material to replace the wax, having solder as a strong candidate. If the latter will prove to be true, then T-1000 models are not far away.
Domino’s have been using some simple physics principles to ensure that your pizza doesn’t suffer any damage in transit. Using their Steady Pizza technology, the use a gyroscope mechanism to ensure that the pizza stays level, even when the delivery bike is going up a steep hill, over bumps, or leans around corners.
No one wants to open their pizza box only to find that it’s slipped to one size and become a calzone. It’s a simple trick that they’ve used, but it’s still pretty cool regardless and the technology is already being used for their stores in Brazil, with the intention of rolling it out to global stores in the near future.
The only person who has to suffer now is the driver, who has to have this monstrosity parked on the back of their scooter, not sure how heavy it is, but it doesn’t look like the most practical thing you could put on the back of your bike.
The Havok Physics Engine has been announced to power a number of next-gen Ubisoft titles such as the new Assassin’s Creed IV Black Flag. With the help of the Havok Physics, Ubisoft Montreal development team was able to bring a high level of immersion to the massive world of Assassin’s Creed IV Black Flag.
“Assassin’s Creed IV Black Flag had many specific challenges related to physics that Havok has been instrumental in solving – first and foremost was simulating early 18th-century ships on a roaring ocean,” said Sylvain Trottier, associate producer at Ubisoft. “Making use of Havok Physics, we were able to ensure that the player’s gameplay experience was just as rich and enthralling on sea as it is on land.”
But Havok’s technology is not limited to the latest Assassin’s Creed title. It is also being used in a variety of future Ubisoft games, including action games such as Watch Dogs and Tom Clancy’s The Division which are due to be release on the next-gen consoles. Ubisoft is using the Havok technology multi-platform based to ensure a consistent gameplay experience to users, whether it is on the next-gen PlayStation 4 and Xbox One consoles, or PlayStation 3 – Xbox 360 – Wii U consoles, or even the PC platform.
“Ubisoft consistently delivers compelling titles that rely on immersive experiences to draw players in, and we’re honored to work with them to bring our comprehensive physics solutions to their popular franchise,” said Brian Waddle, vice president of worldwide sales and marketing at Havok. “Havok’s support stretches to every major console, PC and portable system, so it’s perfectly tailored to massive titles – like Assassin’s Creed IV Black Flag, Watch Dogs and Tom Clancy’s The Division – that are being adapted to multiple platforms.”
The Havok Physics Engine is considered an industry-leading tool offering robust collision detection and physical simulation technology, which has been used in more than 400 released titles from leading game developers as well as scores of in-development projects.
Thank you TechPowerUp for providing us with this information
One of the greatest scientific experiments to have ever been undertaken has captured the imagination of millions around the world over the last few decades, the search for the Higgs Boson (often wrongly referred to as the God Particle). This ranged from people who wanted a deeper understanding of how our universe was created and works, to the loons that thought the CERN partial accelerator was going to blow a hole in space time. Yet one thing is for certain, understand the science or not, I bet you’ve heard of CERN, the epic Large Hadron Collider (LHC) or at least Peter Higgs.
The Large Hadron Collider is one of the greatest technical achievements in human history, it was and still is the largest scientific experiment in the world, it takes hundreds of scientists to operate, thousands more to understand via global cooperation and team work and its creation spawn many new technologies that will be used around the world. CERN, the centre where the LHC is located was practically the birth place of the internet you know!
For all their work, two scientists have won the Nobel prize in physics for their work on the theory of the Higgs boson. Peter Higgs from the UK and Francois Englert from Belgium will share the prize.
The Higgs boson was the elusive particle that the physicists proposed would explain why all things in the universe have mass.
Thank you BBC for providing us with this information.
We don’t normally cover too much news about PC role playing games, but the latest release from the team at ThreeGates has grabbed my attention. Legends of Aethereus uses physics-based combat that is said to offer a unique playstyle that makes it stand out from the usual hack and slash titles and it’s one I can’t wait to try out. The game supports up to 4 player co-op, as well as all the usual class based exploration, questing and levelling that RPG gaming is known for.
“Only four more days left until launch day and we’ve worked with the team at Steam to do a launch promotion that we hope the community likes,” said Don Geyer, CEO of ThreeGates. “LoA is a deep, core gaming experience and we know Steam’s audience of RPG fans will find the physics based combat and exploration system to be different from anything they are used to.”
Next week, Legends of Aethereus will return to its regular retail price of $29.99 and players are encouraged to pick up the game during launch week to take advantage of the discount, the game is currently available for just $23.99.
About Legends of Aethereus
The planet of Aethereus is an ancient and mysterious world filled with majestic forests, misty swamps, deep caves and ancient ruins. Devastated by three large astronomical events, the Three Great Skyfalls, it is a world just coming out of chaos and ruin. The recent unearthing of The Gauldron Tablets has revealed the existence of The Seven Ancient Skyfall Relics. The promise of unlimited power for those who possess the objects has led to a frenzied search across all of Aethereus.
As a member of the Nexus City-State, one of the last bastions of freedom and hope on Aethereus, you will be entrusted with the critical undertaking of procuring The Ancient Skyfall Relics. Standing in your way are the Serpentica Shamans of Ghalia and the hordes of Khagal Tribes they control as well as the oppressive Venatan Empire forces led by the notorious General Zhorgal.
Join forces in online multiplayer cooperative expeditions as the Inventor or Officer while you embark on a variety of story driven hand-crafted expedition levels and explore the wilderness through a variety of procedurally generated exploration quests.
Design and build new gear and weapons while you develop your character across a diverse and expansive skill tree allowing for a multitude of character strategies.
High action RPG with up to four player co-op or single player and a variety of PvP and PvE game types
Physics-based combat system focused on player control including realistic Shock Force calculations to scatter your enemies. Whether it is from massive explosions or monstrous melee strikes, they are going to fly!
Arena Combat: Invite your friends or enemies to a wide variety of PvP and PvE game types in your own city arena. Unlock new arena maps as well as special features such as: traps, enemy spawners, stationary weapons and cages that you can add to your arena maps or combat training area
Officer Skills that allow you to create your own unique strategies from a heroic tank to a stealthy ninja, a few examples of which are: Specialty Melee Attacks, Defensive Emplacements, Carnal Strength, Punji Sticks, Inspiring Chants, Defensive Hymns and Javelins
The Inventor Skills include powerful explosives and crafty contraptions such as: Bombards, Sticky Bombs, Satchels, Turrets, Chinese Lanterns and Rockets, all of which can be powered by a variety of aethergems (in-game gems) altering their effects
Create and customize your own character using a dynamic character creator system, then distribute points in a bilaterally balanced attribute system to start down your path to greatness
Customize your City using the Statue-Maker, Banner Creator, City Painter and other customization features that allow you to personalize your own city environment as well as your player apartment
Master Craftsman: With a massive crafting and materials system you can forge not hundreds, not thousands, but literally Millions of different combinations of gear and weapons
I’ll be looking into this game very shortly and we’ll hopefully have a full review for you in the coming weeks, so stay tuned!
Thank you ThreeGates for providing us with this information.
Havok, a leading provider of game technology, announced today that it has licensed its suite of middleware to power Fighter Within – the upcoming brawler game for the Xbox One. Developed for Kinect for Xbox One by DAOKA Studios, Fighter Within utilizes Havok’s Physics, Animation Studio, Cloth, and Destruction technologies to provide players the excitement of a real fighting competition while battling their friends to earn bragging rights.
“Havok was key to our success thanks to its advanced animation system, which allowed us to bring the full intensity of the players’ physical movements into the virtual world in a convincing way,” said Yves Grolet, Studio Director, DAOKA Studios. “Fighter Within relies on a complete sense of immersion to draw players into its intense encounters, and Havok’s reliable and tested technology has been essential in creating that experience.”
Fighter Within could be the best effort in the world of motion fighting games, but it remains to be seen if the developers can really capture what is effectively a difficult experience to simulate, especially without physical contact with any other object when simulating attack moves. Havok’s Animation Studio technology is used to drive Fighter Within’s characters to react naturally to the impact of each attack.
Havok Destruction allowed the team at DAOKA Studios to integrate immersive destructible environments that shatter and break apart realistically in reaction to the players’ in-game actions.
“Fighter Within is the perfect culmination of Havok’s suite of products, with each component adding another realistic element to the game experience to make it fully engrossing and convincing,” said Brian Waddle, Vice President of Worldwide Sales and Marketing at Havok. “The team is proud to work with the talented developers at DAOKA Studios to push our technology and challenge us to ensure that our technology is ready for every genre, platform and hardware.”
It sounds interesting and I can’t wait to see the title in action, although I am a little sceptical at this time as to just how well they can pull it off.
Thank you Havok for providing us with this information.
Havok announced this week the launch of a major new version of its industry-leading Havok Physics technology. The release is the culmination of more than 5 years of internal R&D effort. It features significant technical innovations in performance, memory utilization, usability and simulation quality, and represents a major leap forward in physics simulation for games.
Designed from the ground up for the computing architectures that will define games for the next decade, this release targets next-generation home consoles, mobile and PC while continuing to offer full support for current generation consoles.
“This release of Havok Physics marks the third major iteration of our physics technology since the company was founded 15 years ago. Although Havok Physics is widely recognized as the industry’s leading physics solution, our R&D team is constantly striving to innovate and push the technology further,” said Andrew Bond, Vice President of Technology for Havok. “The result is a new engine core built around fully continuous simulation that enables maximum physical fidelity with unprecedented performance speeds. Beta versions of the technology have been in the hands of a number of leading developers for some time and we have seen dramatic performance gains with simulations running twice as fast or more, and using up to 10 times less memory. Additionally the new core’s performance is extremely predictable, eliminating performance spikes. We are genuinely excited to see how game designers will harness the additional power that we are offering with this release.”
“At 2K Czech, our games demand a physics solution that can scale efficiently and handle highly detailed interactive environments. Having recently moved to the next generation of Havok Physics, we’ve been blown away by how Havok’s new physics technology is able to make highly efficient utilization of all available hardware cores with a very lean runtime memory footprint,” said Laurent Gorga, Technical Director at 2K Czech. “This combination allows us to deliver the high quality simulation at the scale we need and we are really looking forward to making some incredible games with the new technology.”
Havok is currently scheduling meetings for technical reviews of its latest Physics technology at GDC March 27th– March 29th, Business Suite #400