A few weeks ago, a promotional trailer was released for Brothers in Arms 2. It’s interesting from more than a marketing perspective because it reveals many challenges that should be familiar to developers working on first-person shooters. A big thanks goes to Remco Straatman for pointing out some of these issues and the original video. It only hit me a while later that this would make an awesome video blog post.
In this first part of my analysis, I look into destructible cover, in particular how it becomes much harder for the AI to handle if it’s simulated using a regular physics engine. When raycasts are too computationally expensive as a solution, then a behavioral approach is always a good fallback. Watch the video below for more details; it’s 7.8 Mb and lasts for 2:47 minutes.
Note that I’m not trying to pick holes in the game or the AI; these kinds of situations happen in many games that have shipped already. Also, this first part of the video is the only I’d really consider to reveal a “bug” in this game — but it could probably be fixed in a few hours anyway.
Anyway, video editing always takes longer than I expect, so stay tuned for parts two and three in the next two weeks! In the meantime, if you have any comments, feel free to post them below…













