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The State of Video Game Physics

The Guardian's games blog convened a panel of engineers and other experts to talk about the current state of video game physics. A great deal of research is currently going on to make better use of multiple cores so that advanced physics tools and engines can take advantage of all the processing power available in modern computers. Many of those tools are being put to work these days to find more realistic ways of breaking things, and game developers are trying to wrap their heads around destructible environments. Mike Enoch, lead coder at Ruffian Games, said, "This idea of simulating interactions and constructing the game world similar to how you would construct the real world generates more emergent gameplay, where the game plays out in a unique way for each player, and the player can come up with solutions to problems that the designer might not have thought of." Another area that still sees a lot of attention is making game characters more human, in terms of moving and looking as realistic as possible, as well as how a game's AI perceives what's happening. "The problem is not necessarily in having the most advanced path-finding technique with large-scale awareness; we need to have more micro behaviors, with a proper physics awareness of the environment," said software engineer George Torres.

2 of 170 comments (clear)

  1. Re:Two acronyms by FrostDust · · Score: 3, Informative

    Ever hear of All Points Bulletin?
    Way to be behind the curve, AC.

  2. Re:Nice Way to Teach Actual Physics by kestasjk · · Score: 3, Informative

    Problem with that is that limit based calculus itself is fundamentally based on abstract concepts like finding the sum of infinite parts. A physical analogue to an equation can make grappling with the physics much easier, but I don't think understanding goes the other way. Who "gets" electromagnetism and uses that to help them learn partial derivatives? It can easily go the other way though

    --
    // MD_Update(&m,buf,j);