Thread: [Algorithms] Passing on: PhD student looking for interviews on game physics
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From: Danny K. <dr...@we...> - 2006-07-19 21:33:50
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Hi, sorry to interrupt :) Just a quick message. I've had a contact from someone wanting to interview me about the philosophical issues of simplified vs realistic physics in games, and he asked if I knew anyone else that might be interested - naturally I thought of y'all. So if anyone here wants to contact him, his name is Andreas Schiffler: asc...@fe.... Best Danny |
From: Tom F. <tom...@ee...> - 2006-07-20 06:10:37
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Er... he should probably just subscribe to the list and lurk while we = flame each other. Realistic physics is sucky. Things pinging off to infinity, bug = databases full of unreproducible problems, framerate aliasing all over the place, frustrated players. Not to mention the fact that you're interacting with = the world with a 10-foot barge pole - if you're lucky you get to stick a = magnet on the end. Whereas in the real world we have hands and opposable thumbs = and awesome motor-feedback systems. Realistic physics gets you Trespasser = :-( What you want is *plausible* physics. Every game I know that has physics that are considered good by game players started with a realistic = physics system and them mercilessly hacked it until it felt fun. That's not to = say the physics is *simple* - it is in fact far more complex than the real = world because it has all these special cases in it making the game fun. TomF. > -----Original Message----- > From: gda...@li...=20 > [mailto:gda...@li...] On=20 > Behalf Of Danny Kodicek > Sent: 19 July 2006 14:34 > To: gda...@li... > Subject: [Algorithms] Passing on: PhD student looking for=20 > interviews on gamephysics >=20 >=20 > Hi, sorry to interrupt :) >=20 > Just a quick message. I've had a contact from someone wanting=20 > to interview > me about the philosophical issues of simplified vs realistic=20 > physics in > games, and he asked if I knew anyone else that might be interested - > naturally I thought of y'all. So if anyone here wants to=20 > contact him, his > name is Andreas Schiffler: asc...@fe.... >=20 > Best > Danny |
From: Danny K. <dr...@we...> - 2006-07-20 08:10:35
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Not wanting to get into a philosophical debate as this is not the forum for it, but just a quick response: > Realistic physics is sucky. Things pinging off to infinity, bug databases > full of unreproducible problems, framerate aliasing all over the place, > frustrated players. Not to mention the fact that you're > interacting with the > world with a 10-foot barge pole - if you're lucky you get to > stick a magnet > on the end. Whereas in the real world we have hands and opposable > thumbs and > awesome motor-feedback systems. Realistic physics gets you Trespasser :-( > > What you want is *plausible* physics. Every game I know that has physics > that are considered good by game players started with a realistic physics > system and them mercilessly hacked it until it felt fun. That's not to say > the physics is *simple* - it is in fact far more complex than the > real world > because it has all these special cases in it making the game fun. I completely agree (and said as much to him). Reslistic physics never seems to be used to add to the gameplay; it's just a way to get things to blow up / burn / collapse more realistically. The only game I can think of where real physics is integral to the gameplay is Worms. He is particularly interested in whether using realistic physics could have some educational value - but as I pointed out, we're surrounded by real physics all the time and it doesn't teach us anything. If anything, simplified physics can make key educational points much better - think how much you can learn about inertia by playing Asteroids. Danny |
From: Robert D. <bli...@go...> - 2006-07-20 08:12:43
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> Realistic physics is sucky. Things pinging off to infinity, That's not realistic ! That's a BUG, usually caused by people who have only the slightest idea what they are doing with physics. > bug databases full of unreproducible problems, Neither is that - that's just poor implementation :) > framerate aliasing all over the place, And that too. > frustrated players. Ah, now you are talking sense ... There is nothing worse than not being able to do what you want to do, even if there is a perfectly sound physical reason for it. Well, that is, apart from not being able to do it for no good reason at all. Which is of course where lots of games are - you know the ones, where you can climb a 60 ft sheer wall, but can't climb a bookcase, or you can't jump over a 6 inch ledge, but you can climb stairs that are just as tall. > Not to mention the fact that you're interacting with the > world with a 10-foot barge pole - if you're lucky you get to > stick a magnet on the end. Whereas in the real world we have > hands and opposable thumbs and awesome motor-feedback systems. > Realistic physics gets you Trespasser :-( Heheh, low blow. > What you want is *plausible* physics. Every game I know that > has physics that are considered good by game players started > with a realistic physics system and them mercilessly hacked > it until it felt fun. > That's not to say the physics is *simple* - it is in fact far > more complex than the real world because it has all these > special cases in it making the game fun. Ahhh right. Now I half agree with this - plausible physics is important. But the question was about philosophical issues - which to be honest is beyond my comprehension. I mean unless we are discussing whether realistic physics makes killing humans in a game worse than non-realistic physics or something, how on earth do we get on to philosphy at all ? Even the breast physics in DOA just doesn't really cut it philosophically ! |