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Contact
Physics by Roderick
Kennedy [01.21.03] Not long ago, most game physics focused
on flight models and contact physics wasn't part of the picture.
A plane can be modelled very accurately as a point mass in the sky,
and the challenge for the physics programmer was to get the right
lift coefficients, drag, and engine model. Today, flying and shooting
is a niche market, games are much more close-in, and it's ground-based
car simulations like World Rally Championship that occupy
the hardcore sim niche that flight sims once did. We now have the
challenge of making games feel solid, creating an illusion of tangible
physical presence. With today's advanced graphics you really notice
when the physics are lagging behind. Roderick Kennedy shows how
solid contact physics can be implemented and describes some of the
problems the programmer will encounter.
Advanced
Character Physics by Thomas
Jakobsen [01.21.03] The use of physically-based modeling
to produce nice-looking animation has been considered for some time
and many of the existing techniques are fairly sophisticated. Much
effort has been put into the construction of algorithms that are
accurate and reliable, but for games and interactive use accuracy
is really not the primary concern. The important goals for games
are believability (including stability)and speed of execution. This
feature explains the basic elements of an approach to physically-based
modeling which is well suited for interactive use. It is simple,
fast, quite stable and allows for simulation of both cloth; soft
and rigid bodies; and even articulated or constrained bodies using
both forward and inverse kinematics.
Outsourcing
Reality Integrating a Commercial Physics Engine by Matt
Maclaurin [01.21.03] Licensing rendering engines is now
a well-established practice, with great potential cost and time
savings over the development of a single game. As game developers
reach for new forms of gameplay and a better process for implementing
established genres, the wisdom of licensing physics engines is becoming
inescapable. This sophistication does come with a cost. Physics
engines do more than just knock over boxes, and the interface between
your game and a physics engine must be fairly complex in order to
harness advanced functionality. Whether you have already licensed
an engine and want to maximize your investment or you’re just budgeting
your next title, gaining a better understanding of the integration
process will save a lot of trial and error, and hopefully let you
focus on better physics functionality while spending less time watching
your avatar sink through the sidewalk.
What
a Designers Should Know About Physics by Fred
Marcus [01.21.03] Badly tuned physics can be a disaster:
A vehicle can become impossible to control, objects can get in the
way of the player, things just don’t feel right and what should
have made the game fun just generates frustration. As a game designer,
you are responsible for the fun of the game, so it is your role
to make sure physics are tuned properly and not left solely to a
programmer’s whim. If you don't play a role designing and tuning
the physics, your game might ship with you unhappy with the tuning,
wishing you had learned more sooner (also called regrets) and you
will miss a lot of opportunities to discover fun things you might
have done with the physics. You will have to get your hands dirty
and tweak many variables many times before you get some good results.
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