![]() Rigid body physics is generally defined as forces that act on a solid object. Regardless of the complexity or whether a game engine requires middleware to handle the computations, game physics falls into two broad categories - rigid body and soft body. Programming physics into a game can be as simple as one or two routines with a few lines of code each, or as complex as requiring a completely separate physics engine like Havok or PhysX with millions of lines of code. However, aside from glitches, quirks, or intentional game physics that don’t mimic the real world, we expect in-game objects to behave in ways that make sense, so we don’t think about that fact that these laws must be baked into the game. Although, if you have played Skyrim long enough, you know that this can happen anyway. If you make your avatar jump, you expect it to come down and not go shooting off into space. ![]() ![]() Video game physics are something that we often take for granted. ![]()
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