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