Evolution of Physics in Video Games - lafur Andri
Evolution of Physics in Video Games - lafur Andri
Evolution of Physics in Video Games - lafur Andri
You also want an ePaper? Increase the reach of your titles
YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.
<strong>Evolution</strong> <strong>of</strong> <strong>Physics</strong> <strong>in</strong> <strong>Video</strong> <strong>Games</strong><br />
Deformable bodies give objects<br />
the ability to shatter, destruct or<br />
deform. This could give a player<br />
the ability to blow an alternative<br />
way through a level us<strong>in</strong>g a<br />
rocket launcher. Another<br />
application <strong>of</strong> deformable bodies<br />
comb<strong>in</strong>ed with Newtonian<br />
physics could give the player the<br />
possibility to destroy the support<br />
beams <strong>of</strong> a watchtower occupied<br />
by a guard, <strong>in</strong> order to elim<strong>in</strong>ate<br />
the guard. Amongst others,<br />
World <strong>of</strong> Conflict has partially<br />
deformable terra<strong>in</strong> and<br />
G.R.A.W. <strong>in</strong>cludes the exact<br />
4 Destroyable levels <strong>in</strong> action <strong>in</strong> Infernal [10]<br />
same guard and watchtower scenario mentioned above. These examples assume rigid-body<br />
physics, which <strong>in</strong> physics are def<strong>in</strong>ed by their elements, or “outl<strong>in</strong>es”. [14] [15]<br />
S<strong>of</strong>t-body physics are also possible, but generally<br />
more complex. S<strong>of</strong>t bodies <strong>in</strong> physics are ideally<br />
def<strong>in</strong>ed as an <strong>in</strong>f<strong>in</strong>ite collection <strong>of</strong> particles that<br />
make up the body‟s boundary, but obvious<br />
trade<strong>of</strong>fs are made when s<strong>of</strong>t-body physics are<br />
computed <strong>in</strong> real time, such as <strong>in</strong> games. With 5 A bounc<strong>in</strong>g ball with a s<strong>of</strong>t body<br />
s<strong>of</strong>t-body physics you can for example simulate<br />
realistic behavior <strong>of</strong> hair, clothes, sand and water [16]. Unreal Eng<strong>in</strong>e III, used <strong>in</strong> Gears <strong>of</strong><br />
War 2, uses s<strong>of</strong>t-body physics for various behaviors, for example the deformation <strong>of</strong> water<br />
when you drop an object <strong>in</strong>to it, and <strong>in</strong> a very odd tech demo presented at <strong>Games</strong><br />
Developers Conference 08, the deformation <strong>of</strong> a giant meat cube as it responded to gunfire.<br />
[17].<br />
6 Particle system used to<br />
simulate fire [18]<br />
Particle systems is a technique to simulate certa<strong>in</strong> fuzzy<br />
phenomena, that are otherwise very hard to reproduce with<br />
conventional render<strong>in</strong>g techniques. Examples <strong>of</strong> such phenomena<br />
that are commonly used <strong>in</strong> video games and created with particle<br />
systems <strong>in</strong>clude fire, explosions, smoke, flow<strong>in</strong>g water, sparks,<br />
fall<strong>in</strong>g leaves, clouds, fog, snow, dust, meteor tails, hair, fur,<br />
grass, or abstract visual effects like glow<strong>in</strong>g trails, magic spells.<br />
An effect represented with particles can consist <strong>of</strong> hundreds <strong>of</strong><br />
thousands <strong>of</strong> particles that the physics eng<strong>in</strong>e needs to keep<br />
track <strong>of</strong> and simulate <strong>in</strong> real-time. [18]<br />
[5]