An Examination of Physics in Video Games
techspot.com
techspot.com
There’s an entire game for that, GTA IV. Not sure if “fun” is a right term for its plot, but that ruined nothing imo.
Apart from gta, I think physics and realism advancements look funny before the fact that in most 3d games you still get stuck in floor irregularities while running and die trying to get around that invisible wall. Or that you can wipe an armored squad with a plasma weapon, but has to find a key to a wooden door. Or that your superexoskeleton cannot do pull ups. Or that you shoot one of guards and after a couple of minutes their buddies calm down and lose their interest in the event. Like, you know, our guards die twice a day, not a big deal.
I wish realism fixed that instead of waving tents and accurate explosions.
At least to me, it was more fun. To me the whole fun of GTA games was driving around while in between missions, GTA V completely ruined that part of the game for me.
In Wasteland 2, there's a specific Brute Force skill and you can attack pretty my any object that you can interact with. If you have high strength and/or big enough melee weapon (or dynamite), you can bypass most Brute Force checks (but also make a lot more noise in the process), and break down a lot of doors.
I agree that far too few games let you take a genuinely destructive approach, except for specific scripted instances.
This also compensates for video game cars having crappy suspensions.
In comparison, the driving in GTA V is much more arcade-like, like a racing game. That obviously made the racing segments more controllable, but I think it lost some of the charm.
[0] https://www.amazon.com/Game-Feel-Designers-Sensation-Kaufman...
Although perhaps that's because platformer characters behave more like small jumping insects a few millimeters tall, and that's where we should go for "realism" that still feels good.
But by the mid-90's it was just starting to be possible to do it somewhat right. There were a lot of pinball, pool, and golf games released in this time frame, as well as some of the early physics puzzle games(namely The Incredible Machine).
So by now you'd imagine it's close to perfect, right? Well, not really. Most video pinball games still emphasize the "video" part of it. Bounces are muted, the ball rolls a bit too smoothly, and the flipper angle dictates the shot trajectory more than in reality. And the same is true with other genres: there are plenty of things not modelled.
The best sim games are much better, but they still have their lingering issues.
Movement systems were programmed independently to collision. Physics is mostly used for collision in a standard first person shooter. You can use it for 6dof space or underwater vehicles.
as far as I remember, it was to do with jumping sideways being a lot faster than other movement, but I can't imagine why you'd program that in?
- if "forward" key held down, add unit motion vector to position
- if "left" key held down, rotate motion vector to left and add it to the position
In that case, you've added two copies of the vector at 90 degrees to each other, and the player moves by sqrt(2) times the normal speed.
A mod? GTA IV! The article should of showed a gameplay clip of gta 4's racing and especially the car damage physics. It's far more complex than what gta 5 offered. I was hoping to see a gta 4 mention lol