The major goal of
most video games is to somehow mimic life, and bring it out of the
computer. Most examples of children games are examples of games that
have used simple physics problems and incorporated them into a
environment that is not a perfect model of real physics. But for adult
gamers reality is something that is popular. First Person Shooters are
a genre of game that has become the largest selling genre of any game,
and these games draw on the power of physics engines to do this.
Physics
Engine Example
(Provide by Zephyris)
This is an example of
4 different thing. Slope A is not affected by physics becuase it has
not been intrisictly created. Slope B has the added effect of gravity,
but no collision detection. Slope C has gravity and colision detection
and slides off the object. Slope D has gravity, colision detection, and
rotational movement. Each of these things have to be thought of and
created on the computer.
But
the power needed for these engines to work is enormous, and to create
something that feels lifelike the computer has to be able to computer
every calculation of every physics problem going on at one time. This
could be a lot depending on the situation; the bomb exploding behind a
player, the player shooting through a wall, a player jumping over an
obstacle. All of these draw on the power of the computer and if it is
not able to make all these calculations the dreaded essence of lag is
brought into existence. In order to beat lag computer scientists
recognize that they have to cheat physics a little in order to make
certain equations easier in order to produce an experience that looks
life like. To do this a video game industry standard of sixty frames a
second has to be met, meaning the computer must be able to run each
equations and find what is going on for every one sixtieth of a second.
If the engine was only able to run in 10 frames a second the user would
notice lag, or screen tear, and the image would like very
jumpy(Lawlor). The
more frames a second that the engine can produce the better quality
image is produced. .
I in order to reduce the resources the computer
needs to make its image fluid computer programs have developed
techniques that allow them to easily do work on specific point
particles of any object easily and accurately. To do this computer
scientist used floating point notation that was developed from the
fundamental object in program, int. To do this computers use 32 bit
integer known as a 'long' (Lawlor). Each point particle of an object,
or how
many are deemed necessary for the object, is represented by a 'long'.
By creating point particles inside the computer in this way it becomes
quick for the computer to run manipulations on the point particles to
find what the object should be doing. This is how we can determine how
much accuracy the engine might have. The more point particles that can
be represented by the object the better, so as computers processing
power grows and becomes faster eventually even more physics engines
will be able to be created.
Another very good point to be made about physics
engines is that they can only do as much as we know to do and as the
world learns more about physics the more life like video games and
physics engines will be. This means that eventually, and even know,
physics engines will have be more important. The ability a physics
engine has to run test or find the theoretical value of an imaginary
object or an object we want to create is very powerful. Many architects
have began using physics engines and 3D worlds instead of blue prints
to reconstruct their building. I imagine that as we learn more about
physics and the workings of the world we will be able to do more with
the technology we have today. I imagine that some day games will be
able to make perfect 3D worlds that we can interact with in daily life
and I believe that when that day comes physics engines will be more
than just tools for video games.