Game physics: Difference between revisions
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'''Game physics''' are the simulated scientific laws designed to make gameplay seem realistic. For example, game physics gravity causes objects to fall when released. And two solid objects collide with an approximation of real momentum and contact. | '''Game physics''' are the simulated scientific laws designed to make gameplay seem realistic. 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 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, such as "ragdoll" affect. | The ''[[Halo 2]]'' and ''[[Halo 3]]'' games use the "Havok" Physics engine to simulate particle motion, collisions, mechanics, and linkages, such as "ragdoll" affect. |
Revision as of 06:33, June 30, 2008
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Game physics are the simulated scientific laws designed to make gameplay seem realistic. 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, such as "ragdoll" affect.