Game physics: Difference between revisions
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The ''[[Halo 2]]'' and ''[[Halo 3]]'' games use the "Havok" Physics engine to simulate particle motion, collisions, mechanics, and linkages, such as the "ragdoll" effect. | The ''[[Halo 2]]'' and ''[[Halo 3]]'' games use the "Havok" Physics engine to simulate particle motion, collisions, mechanics, and linkages, such as the "ragdoll" effect. | ||
However, physics are not always realistic as spartans, who's armor is supposed to be weighed in tons, can still be flown through the air simply by being hit with the butt of a weapon. | |||
== References == | == References == |
Revision as of 10:43, March 10, 2009
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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 also responsible for the debris from an explosion to be projected out 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 the "ragdoll" effect.
However, physics are not always realistic as spartans, who's armor is supposed to be weighed in tons, can still be flown through the air simply by being hit with the butt of a weapon.