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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 />

[11]

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