Game physics: Difference between revisions

From Halopedia, the Halo wiki

(adding Bungie source to Havok Physics in H2 and H3)
m (my typo, missing italic close tag)
Line 4: Line 4:
The first game in the ''Halo'' trilogy used proprietary game physics; and then only on the vehicles, which could roll, flip and tumble realistically.
The first game in the ''Halo'' trilogy used proprietary game physics; and then only on the vehicles, which could roll, flip and tumble realistically.


The ''[[Halo 2]] and ''[[Halo 3]]'' games use the Havok Physics engine to simulate particle motion, collisions, mechanics, and linkages.
The ''[[Halo 2]]'' and ''[[Halo 3]]'' games use the Havok Physics engine to simulate particle motion, collisions, mechanics, and linkages.


== References ==
== References ==
* [http://www.bungie.net/News/content.aspx?type=topnews&cid=3491 Inside Bungie: News]
* [http://www.bungie.net/News/content.aspx?type=topnews&cid=3491 Inside Bungie: News]

Revision as of 11:34, June 28, 2008

Era-rw.png This article is a stub. You can help Halopedia by expanding it.

Game physics are the simulated scientific laws designed to make gameplay seem real. For example, game physics gravity causes objects to fall when released. And two solid objects collide with an approximation of real momentum and contact.

The first game in the Halo trilogy used proprietary game physics; and then only on the vehicles, which could roll, flip and tumble realistically.

The Halo 2 and Halo 3 games use the Havok Physics engine to simulate particle motion, collisions, mechanics, and linkages.

References