Re: [Algorithms] Passing on: PhD student looking for interviews on gamephysics
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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 |