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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.

32 of 170 comments (clear)

  1. Nice Way to Teach Actual Physics by reporter · · Score: 5, Interesting
    One of the toughest aspects of calculus-based physics is teaching how to intuit it. Space-based games (i. e., ones involving the behavior of light, planets, and other celestial entities) written to conform to actual physics laws would be a fun way to teach students how to intuit physics.

    This generation of students is just damned lucky to have access to such computing power. In the old days, the most readily accessible computing power was an 8080 hobbyist board. Simulating the universe on that is impossible. The students of that era were stuck with just manipulating integrals and derivatives.

    Life is unfair. I hate it.

    1. Re:Nice Way to Teach Actual Physics by WCguru42 · · Score: 4, Interesting

      You know, some of us youngsters were brought up on the idea that calculators should only be used to multiply large numbers together and nothing else. I know that I've benefited greatly by having restricted calculators / computer use on exams that require a more fundamental understanding of physics than simply plugging numbers into equations.

      And if you can't intuit physics then you probably shouldn't mess with it. I remember when my first physics teacher told me that calculus was nothing more than mathematics for the purpose of physics and all of a sudden calculus made so much more sense, taking mathematics and equating it to physics and the real world just seemed to simplify the whole thing.

      --
      "Educate the mind but never at the expense of the soul."~Blessed Basil Moreau
    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

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      // MD_Update(&m,buf,j);
    3. Re:Nice Way to Teach Actual Physics by 0xygen · · Score: 2, Insightful

      I can forgive the banking, as it is due to the ships maneuvering thruster arrangement. They are often depicted as four thrusters (two up, two down) near the front of the ship, and sometimes an opposing four at the back.
      Firing opposing pairs of thrusters causes roll, firing both up / both down causes pitch, so the only logical way to turn is to bank and then pitch up.
      This layout saves having another pair of thrusters to allow turning without rolling, plus you only need to account for stress in two directions, rather than three, plus the torsion of the rolling action.

  2. The player is the biggest problem with destruction by Shadow+of+Eternity · · Score: 2, Insightful

    When it comes down to it even a truly realistic game where even high explosives have difficulty rearranging the landscape I'm still going to find a way, one way or another, to do something that was either unexpected or unwanted.

    So you've either got arbitrary restrictions or arbitrary game ending scenarios because I just happened to collapse a skyscraper or fourty that the plot needs.

    --
    A bullet may have your name on it but splash damage is addressed "To whom it may concern."
  3. Garry's Mod by SnakeEater251 · · Score: 2, Interesting

    This is why games like Garry's Mod have become so popular. You can run (basic) physics simulations on your home computers without needing to shell out too much cash to do so.

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    -FB
    1. Re:Garry's Mod by darkhitman · · Score: 3, Funny

      Absolutely, assuming that by "run basic physics simulations" you actually mean "nail random shit together in a crude attempt to create a missile-launching airship."

      --
      Tell me something...it's still "We, the people"... right?
  4. Re:Two acronyms by FrostDust · · Score: 3, Informative

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

  5. No more by elashish14 · · Score: 4, Interesting

    Maybe I'm just old-fashioned, but I preferred the simpler games, the ones that didn't have as rigid physics and things of the nature. Compare modern first-person/third-person shooters and compare them to the classics like Perfect Dark, The Legend of Zelda or Goldeneye. They were so much fun because handling was so easy, you could move, you could strafe, etc. It was so much better! And yet, as games become more realistic, all that happens is that your character becomes more sluggish and less powerful, harder to manipulate. All for the sake of reality, and graphics which will always get old. But the gameplay never gets old. That's why classics are what they are - they're acceptable graphically and a hell of a lot of fun to play.

    Want proof? They still have Street Fighter tournaments, Melee tournaments, etc. if you look around in the right places. On the other hand, who cares anymore about Metal Gear Solid 4? Man, even playing Super Mario World is much more fun than the New Super Mario Bros. on the DS, simply by virtue of the fact that the older one is simpler, freer, gives you more control, more imagination, more room to enjoy it.

    Seriously? It's gameplay that makes you come back, not reality. I wish we'd drop the reality of things and just make games fun. But I guess now I'm old enough to just make my own games. Sigh. It had to come down to this, didn't it?

    --
    I have left slashdot and am now on Soylent News. FUCK YOU DICE.
    1. Re:No more by StackedCrooked · · Score: 2, Interesting

      I would agree with you that the 3D obsession in the past 10 years was kind of silly. It all had to be 3d all of a sudden, and it ruined many games. For example the old Worms was fun, the 3D version sucks so bad.

      However, the introduction of physics is actually something that I am not complaining about. I love too see how debris tumbles down and stuff. And I like the current trend of 2D gravity games as well.

    2. Re:No more by banffbug · · Score: 3, Interesting

      ...the classics like Perfect Dark, The Legend of Zelda or Goldeneye.

      I was hoping you'd mention games from the commodore 64, not the other 64!

    3. Re:No more by Anonymous Coward · · Score: 2, Insightful

      I agree, and I'd go stronger than just less-high-fidelity 3d simulations. How about deliberately cartoony? 2d? Anything with a style and interesting gameplay is good as far as I'm concerned. Would Braid have gained anything by being 3d? To the extent that games are visual art as well as games, high-fidelity 3d simulations actually seem like they limit the degree of distinctive style that a game can bring. And a focus on them doesn't usually help gameplay either, because all sorts of cool ideas become too complicated to implement if you have to integrate them with some crazy physics engine with all sorts of edge cases. I've heard of even relatively simple stuff getting cut, like dumbing down NPC AI because it screwed up the pathfinding algorithm.

      I'm not saying there's no place for the style of game that is basically an accurate physics simulation in which you can do things. But it's not clear to me that it's where the current best cost/reward tradeoff lies.

      It seems at least a few other people agree, because many of the recent games that have created buzz have been based around something cool other than more-realistic graphics and physics. World of Goo was based heavily around a physics engine, for example, but a totally unrealistic one that gives it its characteristic style (and, incidentally, one they built with $10k).

    4. Re:No more by KDR_11k · · Score: 2, Informative

      Oh, physics can add fun. While Crazy Machines didn't benefit from improving the physics over The Incredible Machine games like Red Faction Guerilla turn the physics into a major gameplay element, letting you disintegrate the ground under an enemy's feet or enter a building through a wall with your sledgehammer (or vaporize an enemy in cover along with what he's hiding behind). I also really liked NyxQuest: Kindred Spirits (formerly Icarian) with its puzzles about moving blocks around your character.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    5. Re:No more by Twinbee · · Score: 2, Insightful

      I'm the first person to dream of games made of trillions of individual atoms and realtime raytracing, but sad to say, I agree with you. I think games can have the best of all worlds - simple control mechanics, luscious, AND clearly defined, detailed graphics (rather than greyish, over texture-mapped, cookie cutter style 3D objects), and 'abstract realism' which looks convincing and often colorful, rather than just trying to imitate this world.

      Music in games is the same now. It must be 'real' (usually bland) orchestral stuff, rather than a melody which is fun and memorable to listen to like many of the older games.

      --
      Why OpalCalc is the best Windows calc
    6. Re:No more by eulernet · · Score: 2, Insightful

      The real problem is that most of the big videogame companies would like to mimic big movie companies.

      When they meet investors, they explain that they want to provide an experience similar to a movie, even though in my opinion, these are quite separate domains, but this makes the investors dream (and take out their cash).

      I was a game programmer, and I stopped working in videogames mostly because the games I worked on were less and less funny to play as I was going older.

      I remember one of my colleagues in 1985, who dreamt about a 'game' where you could walk into a city.
      I guess he should be happy with Shenmue: http://en.wikipedia.org/wiki/Shenmue
      But I still wonder what is funny in doing this ?

      Real life is so fucking boring !

  6. Re:Two acronyms by _merlin · · Score: 2, Informative
  7. More Realistic != More Fun by MrMista_B · · Score: 4, Insightful

    Indeed, some of the most physics-accurate games I've played, have been some of the most generic and dull in memory. Greater physics can add to a game, but /designed/ physics, is what makes a game /fun/.

    1. Re:More Realistic != More Fun by mad_minstrel · · Score: 2, Interesting

      While I believe that's true in most cases, there are some games where realistic physics actually do make them more fun. Just play Red Faction: Guerilla.

      --
      May the source be with you.
    2. Re:More Realistic != More Fun by AuMatar · · Score: 2, Insightful

      Disagree. I'd find the game more enjoyable with more time spent on important gameplay elements rather than junk like that which I won't really notice after the first time. Better yet, if they don't have to worry about silly stuff like that they can get the game out faster, cheaper, and move on to make another game. Unless you're writing a simulator, increasing the realism rarely makes the game better.

      --
      I still have more fans than freaks. WTF is wrong with you people?
  8. A similar tech advance... by redbeardcanada · · Score: 2, Funny

    Well, I hope these guys working in a similar area are invited to be part of the panel: http://www.theonion.com/content/news_briefs/new_video_game_technology

  9. Important: Breast Physics by corsec67 · · Score: 3, Funny

    Breast physics are important for making characters look more realistic. (Well, the same math could be applied to other fatty parts of character models, but that isn't nearly as interesting)

    Of course, having fully interactive character models would require tons of collision detection, math to compute the results, and keeping track of the deformation of the model relative to the possible deformations. Until it is perfect, it seems that we are headed into the depths of uncanny valley.

    Plus, this least to the best job title ever: "Breast Physics Researcher"

    --
    If I have nothing to hide, don't search me
  10. Realistic Doesn't Sell by Tablizer · · Score: 5, Funny

    Realism won't work any more than it works in Hollywood movies. They need a "Hollywood Physics Engine", with a bit of ACME cartoon logic tossed in. Examples:

    1. Fruit stands are magnetic: every thing comes toward them.

    2. Things fly strait up and spin end-to-end when they are blasted or exploded in any way. (see also #9)

    3. Cars hitting a bail of hay or lump of garbage fly 300 feet. Good guys always land upright while bad-guys always land top first.

    4. Sexy breasts jiggle slow and long

    5. In space, everyone can hear you scream.

    6. Sparks are the most common element in the universe. Every nick and prink causes vast amounts of sparks.

    7. Space explosions are usually poofy despite no atmosphere. If it's really big, then an expanding bluish saturn-like ring spreads out from the center.

    8. If slow-motion is used, then the bullets are 500 times slower for every 1x speed reduction in human movement.

    9. People fly almost strait up in the air if within 200 feet of any explosion. The exception is if they are near a metal hand-rail, in which case they rotate around the rail during the explosion, until facing downward.

    10. Poor tire traction, AKA "skidding", actually makes cars go faster. Heroes never win unless they skid a lot. The more smoke from the skid, the faster the car.

    11. When jumping between buildings or platforms, nobody ever has a good margin: they always barely make it. Physical laws expand the width to be barely below the maximum of the hero.

    1. Re:Realistic Doesn't Sell by Dutch+Gun · · Score: 3, Funny

      You forgot a few:

      12. Every car that crashes will explode.
          12a. Exception - if the hero is in the car, it will only leak gas.
          12b. In such a case, there will always be an ignition source nearby.
          12c. The gas will always run toward the ignition source.
          12d. The gas will ignite only when the hero has just gotten free of the car, and is running away.

      13. Heroes can outrun an explosive blast

      14. Bullets don't fly straight for bad guys.

      Optional Cartoon Physics Module:

      1. You won't fall off a cliff until you realize there is no solid ground beneath you.
          1a. Attempts to run back to solid ground will be successfully unless you look down
          1b. Bonus points if you are the one to point out to your adversary that he has no ground beneath him.

      2. Getting crushed by massive objects results not in death or serious injury, but an overall bodily compression with a look strikingly similar to an accordion.
          2a. Bonus points will be awarded if victim puts up a tiny umbrella shortly before impact.

      3. Accidental exposure to high explosives will result in no injury except for a blackening of face, mussing of hair, and tattering of clothes.

      --
      Irony: Agile development has too much intertia to be abandoned now.
  11. Am I the only one by hairyfeet · · Score: 3, Insightful

    Am I the only one that is tired of all these epeen graphics and physics that make any machine that costs less than a grand run like a slideshow while the AI makes Forest Gump look like a genius? I swear the AI was better 5 years ago than it is now.

    I picked up MoH:Airborne in the 10th anniversary pack and by the second level it was just sad how fricking awful the AI was. Sure the game looked nice and all, but when you have Nazis lining up to hide behind the EXACT SAME COVER that you have already piled corpses by like fricking firewood, I mean come on now. And if you crank the difficulty on high in the new games all it does is give you EA style cheating where you can be in the perfect cover and everybody knows exactly where you are, or you get a green ass grunt that can snipe you from a half mile away with a crappy bolt action without even an optic scope, meanwhile you pound bullet after bullet into them and they act like they are the Terminator.

    So if any game designers are reading this, enough with the epeen graphics and physics already. They graphics and physics were good five years ago. Nobody cares if in the heat of battle every stick falls correctly when you blow a building up, but they sure as hell notice when the bad guys just tiptoe through the tulips while walking through a killing field where you have piled up bodies all over the place. And please don't say online makes up for your shitty AI either, because it doesn't. If I wanted to deal with a bunch of campers, lamers, turtles, and teabaggers I would be playing Halo. There were plenty of games in the past like the original Far Cry that would give you a decent fight. Build on that instead of turning our PCs into slideshows.

    Oh yeah, and quit calling them "multi-platform" when you try to pass off some lame ass console port as a PC game without even taking a second to think about a decent PC control scheme. Thanks.

    --
    ACs don't waste your time replying, your posts are never seen by me.
    1. Re:Am I the only one by hairyfeet · · Score: 2, Insightful

      I don't agree. If they list WinXP and WinVista as separate platforms who cares if the controls actually work? By contrast a "multiplatform" game that has console controls without even the slightest thought to the PC is nothing but an expensive paperweight. let me give an example-

      I picked up Turning Point:Fall of Liberty for the PC at Gamestop for $10 (I refuse to buy any game that hasn't been out for awhile because I am on XP X64 and their shitty DRM doesn't work on my system so I have to crack my games, but that is another story) and when I get it home and fire it up the FIRST thing I am greeted with is a menu screen with NO mouse cursor, instead there is a pic of an X360 controller with buttons labeled for which to push to change menus! I thought I was buying a "multiplatform" game? If I wanted to use an x360 controller I'd buy a 360! And it went downhill from there. It was quite obvious that nobody on the development team actually bothered to play their game with anything but an x360 controller, as even the simplest commands like scrollwheel=switch weapons would lag so badly that often you wouldn't even know if the game had received the command or it would spin back and forth past the weapon you are trying to use.

      I could go on and on listing "multiplatform" games with controls so horrible on the PC that the developers should be ashamed of themselves. Cold Fear, hell even GTA:SA, which was inexcusable as GTA3 and GTA:VC had great controls! Considering how much money it costs to develop a game you'd think they spend five fricking minutes to make sure their controls work. No wonder so many game developers are going out of business. Quite putting out lame console ports as "multiplatform" without even bothering to give us functional controls and you'd see more folks buy your damned game!

      Between this and the epeen graphics and physics cutting huge chunks of the market out while the AI is so laughably bad makes me wonder if the game industry isn't being run by the PHB from Dilbert. They certainly are incompetent enough.

      --
      ACs don't waste your time replying, your posts are never seen by me.
    2. Re:Am I the only one by Quantumstate · · Score: 2, Informative

      I think AI's are gong through a transition period where before they were almost entirely scripted so in an fps they wander around a set route until you spot them and then they perform the attack action. Now they are trying to make the AI think more for itself so that you can get more interesting game play that adapts to what you do. The problem is that the new stuff is pretty difficult so you get quite a few issues like you say because the testers cannot pick out and fix all of the little problems because the system is complicated and hard to understand. If you ever look at a system like that you will realise how hard it is to fix issues because you get a lot of chaos so reproducing an issue is difficult let alone fixing it.

  12. Re: Banking by Joce640k · · Score: 4, Funny

    Space ships bank when turning because it stop your Earl Grey from spilling all over the console.

    You'd think people complaining in a physics thread would know some.

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    No sig today...
  13. Who Gives a Damn? by xjimhb · · Score: 3, Insightful

    Why is the physics of the game world important? The thing that really counts is the plot and the game-play. Requiring super-duper CPU power (or GPU power) for the physics and the graphics is another big waste. Looking at all these new ... and expensive ... games makes me want to dig out my old Sega Genesis and play some of the old games like the Phantasy Star titles. Kindergarten graphics, no real attention to physics, but those games were FUN!

    I'd love to see a Linux port of those games!

    1. Re:Who Gives a Damn? by grumbel · · Score: 2, Insightful

      The thing that really counts is the plot and the game-play.

      Yeah, but physics changes and enhances gameplay, as it allows the environment to react dynamically, instead of just in the few ways the designer intended. When done right, physics give you a more believable and interactive world. Of course when done wrong you end up with a stupid gimmick that is fun for five minutes and then gets boring.

  14. Re:The player is the biggest problem with destruct by SpectreBlofeld · · Score: 2, Insightful

    No matter how realistic they make the game, when you come to a locked door, you won't be able to get through it, despite the fact that you're carrying a crowbar/shotgun/friggin' rocket launcher, etc.

    Fences that are taller than waist-high will post a problem, too.

  15. Character animation vs. physics by Animats · · Score: 4, Interesting

    A dozen years ago I developed and demoed the first ragdoll physics system that worked. Among other things, I'm responsible for the "ragdoll falling downstairs" cliche; that started with a demo I did in 1997. I looked at ragdolls as a first step. I was expecting game development to go in the direction of physically-based characters driven by active control of character muscles. That hasn't happened.

    The problem is partly technical and partly dramatic. The dramatic part I encountered in dealing with Hollywood types. What directors want is to specify the start and end conditions; the job of the system is to realistically get the character to the desired ending mark. In real-world stunt work, there are wires, guides, and rails that make things go the way the director wants, even when that's not physically realistic. When that's not enough, cuts are used to conceal the lack of realism.

    Physics systems are inherently unidirectional - you keep working forward from the current state. This is fundamentally incompatible with directorial control. As a result, the trend in character animation has been to get enough motion capture data to cover the things you want the character to do, and use a motion splicing engine to patch the pieces together. (This, incidentally, was first used in Godzilla, the movie, for the baby 'zillas). That's become more or less the standard approach for games.

    Using a character control AI to drive the character's muscles realistically has been attempted, but with modest success. Motion Factory tried this in the 1990s; their system was only kinematic, and not too successful. Havok is trying it now. For this to work, you need computerized muscle control good enough to drive a real-world robot, like Big Dog. And then it has to look good from an aesthetic perspective. It's really a hard robotics problem, which is why I was interested in it in the first place.

    From a gameplay perspective, if you take the physics seriously, you lose the "superhero" capabilities of game characters. Jump off a balcony, and don't expect to land on your feet. Jumping up to a balcony? Forget it. Hand-to-hand combat works about as well as it does at the dojo. ("Your left foot was too far forward for that throw. Again!" "Yes, sensi.") Trying to control a physically realistic character via a joystick is nearly hopeless. You can't even drive a real car very well through a remote joystick, let alone a game pad. (I've actually done that; using a remote steering wheel is a huge improvement over a joystick.) In driving games for consoles, the physics is tweaked to make the car incredibly stable. (Lowering the center of gravity to below ground is a common trick.)

    So what do we have? Ragdolls. "Infinitely destructible environments." Some skin deformation. Cloth. Plus rain, snow, water, and explosions that don't feed into the game play at all. (That's mostly what the "physics cards" do.)

    1. Re:Character animation vs. physics by ^_^x · · Score: 2, Informative

      Have you heard of Euphoria? So far, it's the most realistic system I've seen for "ragdoll" - it's actually more ragdoll + AI.

      http://www.youtube.com/watch?v=Qi5adyccoKI

      It works to great effect in GTA4. What do you think of it?