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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 />

pick up and throw objects <strong>in</strong>to enemies [1]. Many <strong>of</strong> the <strong>in</strong>-game puzzles also require the<br />

use <strong>of</strong> physics to solve, for example the seesaw that can be turned <strong>in</strong>to a ramp by plac<strong>in</strong>g<br />

boxes on one end. A level editor was also <strong>in</strong>cluded with the game for free. It gave the user<br />

the ability to experiment and play with the physics eng<strong>in</strong>e at will which <strong>in</strong> turn spawned an<br />

entire new community around mak<strong>in</strong>g weird physical simulations with the game eng<strong>in</strong>e [7].<br />

One such community is www.garrysmod.org.<br />

This was the beg<strong>in</strong>n<strong>in</strong>g <strong>of</strong> a new era <strong>in</strong> video gam<strong>in</strong>g. Most <strong>of</strong> today‟s big name first person<br />

shooter games have realistic physics simulation as one <strong>of</strong> their key sell<strong>in</strong>g po<strong>in</strong>ts. A few<br />

examples <strong>in</strong>clude Crysis, Unreal Tournament 3, Quake Wars, Call <strong>of</strong> Duty 4, Star Wars:<br />

Force Unleashed and many more. It is quickly becom<strong>in</strong>g an expected part <strong>of</strong> games, rather<br />

than someth<strong>in</strong>g new and excit<strong>in</strong>g.<br />

3. Modern Day Use <strong>of</strong> <strong>Physics</strong> <strong>in</strong> <strong>Video</strong> <strong>Games</strong><br />

There are endless applications <strong>of</strong> physics <strong>in</strong> video games. After all, physics expla<strong>in</strong> how the<br />

world goes „round. This chapter will <strong>in</strong>troduce two <strong>of</strong> the biggest physics eng<strong>in</strong>es lead<strong>in</strong>g<br />

the market and then cover some <strong>of</strong> the most frequently used physics techniques <strong>in</strong> recently<br />

released titles.<br />

3.1 <strong>Physics</strong> eng<strong>in</strong>es<br />

Programm<strong>in</strong>g realistic physics models is needless to say no easy task, which is why game<br />

developers have <strong>in</strong>creas<strong>in</strong>gly opted to use pre-made game physics eng<strong>in</strong>es. This allows them<br />

both to save time, and make the physics simulations much more realistic than otherwise<br />

would have been possible. [1]<br />

Havok is the market lead<strong>in</strong>g game physics eng<strong>in</strong>e. Over 150 titles have been released us<strong>in</strong>g<br />

it, <strong>in</strong>clud<strong>in</strong>g Half Life 2, Halo 3 and Second Life [8], as well be<strong>in</strong>g used to generate special<br />

effects <strong>in</strong> films [1]. It has broad platform support and aside from the PC, has been used on<br />

the XboX 360, PlayStation 3 and N<strong>in</strong>tento Wii game consoles amongst others [9].<br />

PhysX is another popular game physics eng<strong>in</strong>e with over 140 titles released or <strong>in</strong> the<br />

mak<strong>in</strong>g, most notably Unreal Tournament 3 and Gears <strong>of</strong> War [2] [10]. PhysX has similar<br />

platform compatibility as Havok but has the unique support for hardware accelerated<br />

physics computations us<strong>in</strong>g the PhysX PCI add-on card for PC‟s [11]. In order to make use<br />

<strong>of</strong> the PhysX add-on card the game has to use the PhysX eng<strong>in</strong>e for its physics calculations.<br />

The cost <strong>of</strong> licens<strong>in</strong>g these eng<strong>in</strong>es for commercial use is not available to the public, but<br />

both <strong>of</strong> them <strong>of</strong>fer a free downlodable version for non-commercial uses. Both <strong>of</strong> these<br />

eng<strong>in</strong>es have support for most <strong>of</strong> the techniques wanted by developers today, but what sets<br />

them apart is the potential hardware support, as detailed <strong>in</strong> chapter 4.<br />

[3]

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