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Five Steps to Adding Physics-Based Realism

Lisa writes: "Colliding billiard balls. Missile trajectories. Cornering dynamics in speeding cars. If these type of actions are expressed in computer software, applying physics-based models can greatly enhance the level of realism. David M. Bourg offers five steps towards doing just that in this LinuxDev Center article."

2 of 11 comments (clear)

  1. Physics in movies by Doppler00 · · Score: 2, Insightful

    What about the physics in movies such as Final Fantasy? The character detail was very well done, but the physics of their motions and mouth movements were terrible. I think that more attention needs to be put into making the physics more organic than increasing the polygon count.

  2. Where was this when I needed it? by Chelloveck · · Score: 2

    Crud! Why couldn't this book have come out 5 years ago when I was actually doing game development? Oh well, at least Chris Hecker's physics articles in Game Developer came at the right time.

    BTW, if anyone happens to see a Simpsons Bowling arcade machine in the Chicago area, let me know where. I'd love to see if my physics model made it into the final production.

    --
    Chelloveck
    I give up on debugging. From now on, SIGSEGV is a feature.