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Havok anuncia que integrará sus tecnologías de físicas en Pro Evolution Soccer 2014

PES2014

Havok, el especialista en tecnologías de físicas y simulaciones, ha anunciado que se encuentra trabajando con Konami Digital Entertaiment para llevar sus avanzados efectos de físicas, animación y simulación a su próximo título Pro Evolution Soccer 2014 (PES 2014).

Con este trabajo conjunto tanto Konami como Havok esperan dotar a Pro Evolution Soccer 2014 efectos más realistas y movimientos más naturales para los jugadores como para su indumentaria. Específicamente Havox y Konami implementarán tres tecnologías principales como Havok Physics, Havok Animation Studio y Havok Cloth technology.

July 18, 2013 – San Francisco – Havok™, a leading provider of 3D interactive game development technology, today announced that it is working with Konami Digital Entertainment, Inc. to provide advanced physics, animation and cloth simulation technologies to deliver a true-to-life and graphically advanced soccer experience for all the players of Pro Evolution Soccer (PES) 2014, the highly-anticipated new entry in the 82.3-million-selling soccer franchise.

“Player movements and physics are key components of a lively game, so it’s a true honor for Havok to power these elements in Konami’s incredible PES 2014,”said Arnaud Saint-Martin, Asia Regional Director at Havok. “The Pro Evolution Soccer team has been dedicated to pushing the boundaries of what is possible in a football game, and in these years, Havok has worked with this talented team to integrate Havok’s technology to help take the realism of PES even further. We think football fans will appreciate how Havok technology will blur the line between the sport and simulation, and provide a football experience that looks as real as can be.”

The product of several years of collaboration between Havok and Konami Digital Entertainment, Inc., PES 2014 offers advanced Physics, Animation Studio and Cloth technology, for a comprehensive simulation of each on-field player. Each player’s intricate movements are naturally represented according to the individual player’s mass and physique, and each uniform reacts realistically according to the players’ moves and speed.

[Havok]

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