Evolution of Physics in Video Games - lafur Andri
Evolution of Physics in Video Games - lafur Andri
Evolution of Physics in Video Games - lafur Andri
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<strong>Evolution</strong> <strong>of</strong> <strong>Physics</strong> <strong>in</strong> <strong>Video</strong> <strong>Games</strong><br />
As show <strong>in</strong> the benchmarks, it is evident that the use <strong>of</strong> a PPU is beneficial. However, the<br />
performance ga<strong>in</strong>s <strong>of</strong> hav<strong>in</strong>g PhysX hardware <strong>in</strong> the UT3 stock levels were marg<strong>in</strong>al, from 0<br />
to 8% [36].<br />
While the PhysX card clearly delivers a performance boost when it is challenged, it does not<br />
do so <strong>in</strong> a def<strong>in</strong>itive way unless it has tailor made levels, hardly mak<strong>in</strong>g it worth the<br />
purchase for the average gamer until games are released that make a better use <strong>of</strong> it.<br />
6. Conclusion and F<strong>in</strong>al Thoughts<br />
As shown, it is quite evident that the evolution <strong>of</strong> physics <strong>in</strong> video games is set to br<strong>in</strong>g us<br />
an unprecedented realism <strong>in</strong> the future games to come. Some <strong>in</strong>terest<strong>in</strong>g techniques that<br />
we are likely to see <strong>in</strong> the near future are completely deformable worlds and fluid dynamics<br />
with breathtak<strong>in</strong>g precision.<br />
Advanced physics models, even if they were computationally free, can cause problems<br />
which could h<strong>in</strong>der the immediate adoption <strong>of</strong> such techniques. For example, imag<strong>in</strong>e that<br />
without a PPU we could only handle 100.000 particles at once, but with a dedicated PPU<br />
we could handle 100 million. That leaves us with the gigantic problem <strong>of</strong> actually render<strong>in</strong>g<br />
the 100 million particles with our graphics card!<br />
So far the heavy users <strong>of</strong> video game physics have ma<strong>in</strong>ly been first person shooters. But<br />
with the <strong>in</strong>creas<strong>in</strong>gly simple <strong>in</strong>tegration <strong>of</strong> physics, thanks to pre-made physics eng<strong>in</strong>es<br />
such as Havok and PhysX, we will soon see other game genres follow <strong>in</strong> the footsteps <strong>of</strong> first<br />
person shooters. Role play<strong>in</strong>g games and puzzle games are two genres that would be very<br />
<strong>in</strong>terest<strong>in</strong>g to see <strong>in</strong>corporate modern use <strong>of</strong> physics.<br />
Developers will still need stay cautious towards their implementations because the physics<br />
field is chang<strong>in</strong>g extremely rapidly and will likely see major changes <strong>in</strong> the next two years<br />
with the dawn <strong>of</strong> hardware accelerated physics be<strong>in</strong>g brought to the masses. In what form<br />
the hardware acceleration will be, I won‟t say, but it‟s com<strong>in</strong>g, sooner than many might<br />
th<strong>in</strong>k.<br />
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