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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 />

3.2 Commonly used physics techniques<br />

Even though PhysX and Havok might have the option <strong>of</strong> us<strong>in</strong>g most or all <strong>of</strong> the techniques<br />

mentioned below, today‟s computers simply can‟t handle the most realistic simulations<br />

possible, forc<strong>in</strong>g developers to make trade<strong>of</strong>fs <strong>in</strong> realism.<br />

Collision detection has been an <strong>in</strong>tegral part <strong>of</strong> video games<br />

s<strong>in</strong>ce the beg<strong>in</strong>n<strong>in</strong>g. It <strong>in</strong>volves algorithms to check for collision<br />

between two solids. Collision detection can for example<br />

determ<strong>in</strong>e whether or not a bullet hits a character. Without<br />

collision detection, characters could walk through walls and<br />

other obstacles unh<strong>in</strong>dered. Collision response refers to the<br />

simulation <strong>of</strong> what happens when a collision is detected,<br />

such as cha<strong>in</strong> reaction with other collision solids as is<br />

evident <strong>in</strong> ragdoll physics, described below. [12]<br />

Ragdoll physics are a type <strong>of</strong> procedural animations on creature skeletons that is <strong>of</strong>ten used<br />

as a replacement for traditional static death animations. Ragdoll physics could realistically<br />

animate a person fall<strong>in</strong>g down a flight <strong>of</strong> stairs, or someone gett<strong>in</strong>g shot with a shotgun <strong>in</strong><br />

the torso. For real-time simulations such as video games, a lot <strong>of</strong> tricks are used to reduce<br />

the complexity, such as Halo 2‟s pre-record<strong>in</strong>g a death animation and constra<strong>in</strong><strong>in</strong>g the<br />

output <strong>of</strong> the animation to what a physical system would allow [13].<br />

3 Early animation us<strong>in</strong>g ragdoll physics [13]<br />

[4]<br />

2 Classic example <strong>of</strong> collision<br />

detection [12]

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