Game physics: Difference between revisions
From Halopedia, the Halo wiki
No edit summary |
Halopediaman (talk | contribs) No edit summary |
||
Line 1: | Line 1: | ||
{{Era | |||
|1 = RW | |||
}} | |||
{{ratings}} | {{ratings}} | ||
{{SeeWikipedia|Game physics}} | {{SeeWikipedia|Game physics}} | ||
'''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. | '''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 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.<ref>[http://www.bungie.net/News/content.aspx?type=topnews&cid=3491 Inside Bungie: News]</ref> | |||
== Sources == | == Sources == | ||
<references/> | <references/> |
Revision as of 20:13, November 23, 2009
Template:SeeWikipedia 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.[1]