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	<id>https://www.grandtheftwiki.com/Physics_Engine/history?feed=atom</id>
	<title>Physics Engine - Revision history</title>
	<link rel="self" type="application/atom+xml" href="https://www.grandtheftwiki.com/Physics_Engine/history?feed=atom"/>
	<link rel="alternate" type="text/html" href="https://www.grandtheftwiki.com/Physics_Engine/history"/>
	<updated>2026-07-03T11:48:12Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
	<generator>MediaWiki 1.44.2</generator>
	<entry>
		<id>https://www.grandtheftwiki.com/index.php?title=Physics_Engine&amp;diff=378999&amp;oldid=prev</id>
		<title>Montario: /* GTA IV */</title>
		<link rel="alternate" type="text/html" href="https://www.grandtheftwiki.com/index.php?title=Physics_Engine&amp;diff=378999&amp;oldid=prev"/>
		<updated>2013-06-19T16:04:55Z</updated>

		<summary type="html">&lt;p&gt;&lt;span class=&quot;autocomment&quot;&gt;GTA IV&lt;/span&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 16:04, 19 June 2013&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l9&quot;&gt;Line 9:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 9:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==GTA IV==&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==GTA IV==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Grand Theft Auto IV]] uses the [[Rockstar Advanced Game Engine]], which includes a proprietary physics engine, and runs along with the [[Euphoria]] animation engine. Improvements to the physics engine has been vast. The engine still suffers from some anomalies experienced in previous games but they have been dramatically reduced.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Grand Theft Auto IV]] uses the [[Rockstar Advanced Game Engine]], which includes a proprietary physics engine&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, [[Bullet Physics Library|Bullet]]&lt;/ins&gt;, and runs along with the [[Euphoria]] animation engine. Improvements to the physics engine has been vast. The engine still suffers from some anomalies experienced in previous games but they have been dramatically reduced.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Most dynamic objects will experience gravity, even if not acted by the environment. Dynamic objects placed above other dynamic objects will travel in tandem. The water has been dramatically improved. When objects land in water, the water will ripple and create a wave in response.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Most dynamic objects will experience gravity, even if not acted by the environment. Dynamic objects placed above other dynamic objects will travel in tandem. The water has been dramatically improved. When objects land in water, the water will ripple and create a wave in response.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Montario</name></author>
	</entry>
	<entry>
		<id>https://www.grandtheftwiki.com/index.php?title=Physics_Engine&amp;diff=310540&amp;oldid=prev</id>
		<title>GTAJJJ at 09:40, 29 January 2011</title>
		<link rel="alternate" type="text/html" href="https://www.grandtheftwiki.com/index.php?title=Physics_Engine&amp;diff=310540&amp;oldid=prev"/>
		<updated>2011-01-29T09:40:38Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 09:40, 29 January 2011&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot;&gt;Line 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;{{expand}}&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-added&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;A &amp;#039;&amp;#039;&amp;#039;physics engine&amp;#039;&amp;#039;&amp;#039; is an approximate simulation of certain simple physical systems. These includes objects collisions and fluid dynamics.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;A &amp;#039;&amp;#039;&amp;#039;physics engine&amp;#039;&amp;#039;&amp;#039; is an approximate simulation of certain simple physical systems. These includes objects collisions and fluid dynamics.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>GTAJJJ</name></author>
	</entry>
	<entry>
		<id>https://www.grandtheftwiki.com/index.php?title=Physics_Engine&amp;diff=217988&amp;oldid=prev</id>
		<title>Spaceeinstein: complete revision, please expand</title>
		<link rel="alternate" type="text/html" href="https://www.grandtheftwiki.com/index.php?title=Physics_Engine&amp;diff=217988&amp;oldid=prev"/>
		<updated>2010-08-04T16:23:44Z</updated>

		<summary type="html">&lt;p&gt;complete revision, please expand&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 16:23, 4 August 2010&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot;&gt;Line 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;{{expand}}&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;A &#039;&#039;&#039;physics engine&#039;&#039;&#039; is an approximate simulation of certain simple physical systems. These includes objects collisions and fluid dynamics.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;==GTA III — GTA Vice City Stories==&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;From GTA III up to GTA Vice City Stories (excluding GTA Advance), their physics engines are most likely similar with very little improvements over the year. The engine is probably built in house since [[Renderware]] was mostly used for models and textures in these GTA games.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Object collisions were extremely crude. Dynamic objects and vehicles will obey the perceived laws of physics under normal conditions. They can bounce of other objects and slide against other objects. Dynamic objects will not experience gravity unless affected by the environment. If a dynamic object is placed incorrectly above ground, the object can appear to hover above the ground. The collision models were made not to match the model of the object exactly. This caused many anomalies, including the appearance of going through objects, invisible walls, and the appearance of standing on air. Dynamic objects also have problems when colliding at high speeds. This can cause objects to get stuck within other objects or can cause objects to go through other objects entirely.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;A &#039;&#039;&#039;&lt;/del&gt;physics &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;engine &#039;&#039;&#039;is the primary mechanism for &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;gameplay &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a video game which comprises &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;algorithms for collision detection, gravity, motion&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;effects of these on &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;geometry, etcetera. It is responsible for determining &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;physical aspects &lt;/del&gt;of a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;game &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;those aspects&#039; effect on &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;dynamics of the game&lt;/del&gt;.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The &lt;/ins&gt;physics &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;of &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;vehicles has improved with each iteration &lt;/ins&gt;of the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;games. In GTA III&lt;/ins&gt;, the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;engine fully supports &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;basic physics &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;four-wheeled land vehicles and &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;crude support of airborne vehicles like the [[Dodo]] &lt;/ins&gt;and the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;[[Helicopter (GTA III)|police helicopter]]&lt;/ins&gt;. GTA &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Vice City introduced support for two-wheeled motor vehicles and a more proper way to support airborne vehicles.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;==&lt;/del&gt;GTA &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;III Era==&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-added&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;From &lt;/del&gt;[[Grand Theft Auto &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;III&lt;/del&gt;]] &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;to &lt;/del&gt;[[&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Grand Theft Auto: Vice City Stories&lt;/del&gt;]], &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the &lt;/del&gt;physics &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;were limited due to hardware. Pedestrians would lie on top of vehicles&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;staying in &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;same position until they fell off, where they would later get up. Every pedestrian and character would use a specific &lt;/del&gt;animation &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;for each action&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Some of these actions were updated &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;look more realistic (for example, running &lt;/del&gt;in &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;San Andreas, and throwing a person out of a car in Liberty City Stories.) San Andreas&#039; physics were a little different than &lt;/del&gt;previous games&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, &lt;/del&gt;but they &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;were still prerecorded. Players would often fall in a straight line. However, this was changed in [[Grand Theft Auto IV]], with the series&#039; new RAGE and Euphoria physics system&lt;/del&gt;.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;==GTA IV==&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;==GTA IV Era==&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Grand Theft Auto &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;IV&lt;/ins&gt;]] &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;uses the &lt;/ins&gt;[[&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Rockstar Advanced Game Engine&lt;/ins&gt;]], &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;which includes a proprietary &lt;/ins&gt;physics &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;engine&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and runs along with &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;[[Euphoria]] &lt;/ins&gt;animation &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;engine&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Improvements &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the physics engine has been vast. The engine still suffers from some anomalies experienced &lt;/ins&gt;in previous games but they &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;have been dramatically reduced&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;[[Grand Theft Auto IV]] uses &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Euphoria engine as its proprietary physics engine&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;This engine uses information on the human muscle and skeletal systems and the physics of the real world, combined with new software that uses more accurate techniques for collision detection to deliver more realistic movement than regular animations&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;This engine creates animations that never repeat&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;New animations include [[Niko Bellic|Niko]] crashing from &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;windshield of his car, &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;realistically falling off &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;bike&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Cars also feel like they have some weight on them. Rather than feeling like gliding on rails. Falling as mentioned above is &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;lot more &lt;/del&gt;realistic. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Falling from helicopters and hitting a building on the way down &lt;/del&gt;will &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;send the player spinning and spiraling to &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;ground. As most people may have noticed in the game, animations are created &quot;on the fly&quot;, which means that the players&#039; falls, crashes, and any other impacts depend on speed, angle, and force of the crash, &lt;/del&gt;instead of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;prerecorded animations&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Light impacts would push people &lt;/del&gt;out of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the way, while large, forceful impacts send people hurling several feet in the direction of the crash&lt;/del&gt;.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Most dynamic objects will experience gravity, even if not acted by &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;environment&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Dynamic objects placed above other dynamic objects will travel in tandem&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The water has been dramatically improved&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;When objects land in water, &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;water will ripple &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;create &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;wave in response&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt; &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The introduction of Euphoria lets characters be able to interact with the environment in &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;physically &lt;/ins&gt;realistic &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;way&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Dead characters &lt;/ins&gt;will &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;conform with &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;environment &lt;/ins&gt;instead of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;laying flat&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Characters bailing &lt;/ins&gt;out of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;vehicles or falling off a building will bounce off objects&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Category:Gameplay]]&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Category:Gameplay]]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Category:Game Engines]]&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Category:Game Engines]]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Spaceeinstein</name></author>
	</entry>
	<entry>
		<id>https://www.grandtheftwiki.com/index.php?title=Physics_Engine&amp;diff=217987&amp;oldid=prev</id>
		<title>Gta-mysteries: /* GTA IV Era */</title>
		<link rel="alternate" type="text/html" href="https://www.grandtheftwiki.com/index.php?title=Physics_Engine&amp;diff=217987&amp;oldid=prev"/>
		<updated>2010-07-24T06:37:14Z</updated>

		<summary type="html">&lt;p&gt;&lt;span class=&quot;autocomment&quot;&gt;GTA IV Era&lt;/span&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en-GB&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 06:37, 24 July 2010&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l8&quot;&gt;Line 8:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 8:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==GTA IV Era==&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==GTA IV Era==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Grand Theft Auto IV]] uses the Euphoria engine as its proprietary physics engine. This engine uses information on the human muscle and skeletal systems and the physics of the real world, combined with new software that uses more accurate techniques for collision detection to deliver more realistic movement than regular animations. This engine creates animations that never repeat. New animations include [[Niko]] crashing from the windshield of his car, and realistically falling off a bike. Cars also feel like they have some weight on them. Rather than feeling like gliding on rails. Falling as mentioned above is a lot more realistic. Falling from helicopters and hitting a building on the way down will send the player spinning and spiraling to the ground. As most people may have noticed in the game, animations are created &quot;on the fly&quot;, which means that the players&#039; falls, crashes, and any other impacts depend on speed, angle, and force of the crash, instead of prerecorded animations. Light impacts would push people out of the way, while large, forceful impacts send people hurling several feet in the direction of the crash.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Grand Theft Auto IV]] uses the Euphoria engine as its proprietary physics engine. This engine uses information on the human muscle and skeletal systems and the physics of the real world, combined with new software that uses more accurate techniques for collision detection to deliver more realistic movement than regular animations. This engine creates animations that never repeat. New animations include [[&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Niko Bellic|&lt;/ins&gt;Niko]] crashing from the windshield of his car, and realistically falling off a bike. Cars also feel like they have some weight on them. Rather than feeling like gliding on rails. Falling as mentioned above is a lot more realistic. Falling from helicopters and hitting a building on the way down will send the player spinning and spiraling to the ground. As most people may have noticed in the game, animations are created &quot;on the fly&quot;, which means that the players&#039; falls, crashes, and any other impacts depend on speed, angle, and force of the crash, instead of prerecorded animations. Light impacts would push people out of the way, while large, forceful impacts send people hurling several feet in the direction of the crash.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Category:Gameplay]]&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Category:Gameplay]]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Category:Game Engines]]&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Category:Game Engines]]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Gta-mysteries</name></author>
	</entry>
	<entry>
		<id>https://www.grandtheftwiki.com/index.php?title=Physics_Engine&amp;diff=217986&amp;oldid=prev</id>
		<title>Gboyers: Adding categories</title>
		<link rel="alternate" type="text/html" href="https://www.grandtheftwiki.com/index.php?title=Physics_Engine&amp;diff=217986&amp;oldid=prev"/>
		<updated>2010-04-30T09:20:58Z</updated>

		<summary type="html">&lt;p&gt;Adding categories&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en-GB&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 09:20, 30 April 2010&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l9&quot;&gt;Line 9:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 9:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Grand Theft Auto IV]] uses the Euphoria engine as its proprietary physics engine. This engine uses information on the human muscle and skeletal systems and the physics of the real world, combined with new software that uses more accurate techniques for collision detection to deliver more realistic movement than regular animations. This engine creates animations that never repeat. New animations include [[Niko]] crashing from the windshield of his car, and realistically falling off a bike. Cars also feel like they have some weight on them. Rather than feeling like gliding on rails. Falling as mentioned above is a lot more realistic. Falling from helicopters and hitting a building on the way down will send the player spinning and spiraling to the ground. As most people may have noticed in the game, animations are created &amp;quot;on the fly&amp;quot;, which means that the players&amp;#039; falls, crashes, and any other impacts depend on speed, angle, and force of the crash, instead of prerecorded animations. Light impacts would push people out of the way, while large, forceful impacts send people hurling several feet in the direction of the crash.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Grand Theft Auto IV]] uses the Euphoria engine as its proprietary physics engine. This engine uses information on the human muscle and skeletal systems and the physics of the real world, combined with new software that uses more accurate techniques for collision detection to deliver more realistic movement than regular animations. This engine creates animations that never repeat. New animations include [[Niko]] crashing from the windshield of his car, and realistically falling off a bike. Cars also feel like they have some weight on them. Rather than feeling like gliding on rails. Falling as mentioned above is a lot more realistic. Falling from helicopters and hitting a building on the way down will send the player spinning and spiraling to the ground. As most people may have noticed in the game, animations are created &amp;quot;on the fly&amp;quot;, which means that the players&amp;#039; falls, crashes, and any other impacts depend on speed, angle, and force of the crash, instead of prerecorded animations. Light impacts would push people out of the way, while large, forceful impacts send people hurling several feet in the direction of the crash.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;[[Category:Gameplay]]&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;[[Category:Game Engines]]&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Gboyers</name></author>
	</entry>
	<entry>
		<id>https://www.grandtheftwiki.com/index.php?title=Physics_Engine&amp;diff=217985&amp;oldid=prev</id>
		<title>gtw&gt;GTA all day at 00:33, 29 April 2010</title>
		<link rel="alternate" type="text/html" href="https://www.grandtheftwiki.com/index.php?title=Physics_Engine&amp;diff=217985&amp;oldid=prev"/>
		<updated>2010-04-29T00:33:11Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 00:33, 29 April 2010&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot;&gt;Line 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;{{Cleanup|Blatant bias towards the GTA IV physics engine - all articles should be written from a neutral perspective.}}&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt; &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt; &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;A &amp;#039;&amp;#039;&amp;#039;physics engine &amp;#039;&amp;#039;&amp;#039;is the primary mechanism for the gameplay of a video game which comprises the algorithms for collision detection, gravity, motion, effects of these on the geometry, etcetera. It is responsible for determining the physical aspects of a game and those aspects&amp;#039; effect on the dynamics of the game.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;A &amp;#039;&amp;#039;&amp;#039;physics engine &amp;#039;&amp;#039;&amp;#039;is the primary mechanism for the gameplay of a video game which comprises the algorithms for collision detection, gravity, motion, effects of these on the geometry, etcetera. It is responsible for determining the physical aspects of a game and those aspects&amp;#039; effect on the dynamics of the game.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>gtw&gt;GTA all day</name></author>
	</entry>
	<entry>
		<id>https://www.grandtheftwiki.com/index.php?title=Physics_Engine&amp;diff=217984&amp;oldid=prev</id>
		<title>gtw&gt;GTA all day at 00:32, 29 April 2010</title>
		<link rel="alternate" type="text/html" href="https://www.grandtheftwiki.com/index.php?title=Physics_Engine&amp;diff=217984&amp;oldid=prev"/>
		<updated>2010-04-29T00:32:58Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en-GB&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 00:32, 29 April 2010&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot;&gt;Line 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{Cleanup|Blatant bias towards the GTA IV physics engine - all articles should be written from a neutral perspective.}}&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{Cleanup|Blatant bias towards the GTA IV physics engine - all articles should be written from a neutral perspective.}}&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;A &#039;&#039;&#039;physics engine&#039;&#039;&#039;is the primary mechanism for the gameplay of a video game which comprises the algorithms for collision detection, gravity, motion, effects of these on the geometry, etcetera. It is responsible for determining the physical aspects of a game and those aspects&#039; effect on the dynamics of the game.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;A &#039;&#039;&#039;physics engine &#039;&#039;&#039;is the primary mechanism for the gameplay of a video game which comprises the algorithms for collision detection, gravity, motion, effects of these on the geometry, etcetera. It is responsible for determining the physical aspects of a game and those aspects&#039; effect on the dynamics of the game.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;==GTA III Era==&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;From [[Grand Theft Auto III]] to [[Grand Theft Auto: Vice City Stories]], the physics were &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;unrealistic &lt;/del&gt;due to hardware &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;limitations&lt;/del&gt;. Pedestrians would lie on top of vehicles, staying in the same position until they fell off, where they would later get up. Every pedestrian and character would use a specific animation for each action. Some of these actions were updated to look more realistic (for example, running in San Andreas, and throwing a person out of a car in Liberty City Stories.) &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The physics in GTA III era were very bland, and GTA SA the physics often had glitches. &lt;/del&gt;San Andreas&#039; physics were a little &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;better &lt;/del&gt;than previous games, but they were still prerecorded&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;. Also physics that involved falling were unrealistic&lt;/del&gt;. Players would often fall in a straight line. However, this was changed in [[Grand Theft Auto IV]], with the series&#039; new RAGE and Euphoria physics system.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;From [[Grand Theft Auto III]] to [[Grand Theft Auto: Vice City Stories]], the physics were &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;limited &lt;/ins&gt;due to hardware. Pedestrians would lie on top of vehicles, staying in the same position until they fell off, where they would later get up. Every pedestrian and character would use a specific animation for each action. Some of these actions were updated to look more realistic (for example, running in San Andreas, and throwing a person out of a car in Liberty City Stories.) San Andreas&#039; physics were a little &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;different &lt;/ins&gt;than previous games, but they were still prerecorded. Players would often fall in a straight line. However, this was changed in [[Grand Theft Auto IV]], with the series&#039; new RAGE and Euphoria physics system.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;==GTA IV Era==&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Grand Theft Auto IV]] uses the Euphoria engine as its proprietary physics engine. This engine uses information on the human muscle and skeletal systems and the physics of the real world, combined with new software that uses more accurate techniques for collision detection to deliver more realistic movement than regular animations. This engine creates animations that never repeat. New animations include [[Niko]] crashing from the windshield of his car, and realistically falling off a bike. Cars also feel like they have some weight on them. Rather than feeling like gliding on rails. Falling as mentioned above is a lot more realistic. Falling from helicopters and hitting a building on the way down will send the player spinning and spiraling to the ground. As most people may have noticed in the game, animations are created &amp;quot;on the fly&amp;quot;, which means that the players&amp;#039; falls, crashes, and any other impacts depend on speed, angle, and force of the crash, instead of prerecorded animations. Light impacts would push people out of the way, while large, forceful impacts send people hurling several feet in the direction of the crash.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Grand Theft Auto IV]] uses the Euphoria engine as its proprietary physics engine. This engine uses information on the human muscle and skeletal systems and the physics of the real world, combined with new software that uses more accurate techniques for collision detection to deliver more realistic movement than regular animations. This engine creates animations that never repeat. New animations include [[Niko]] crashing from the windshield of his car, and realistically falling off a bike. Cars also feel like they have some weight on them. Rather than feeling like gliding on rails. Falling as mentioned above is a lot more realistic. Falling from helicopters and hitting a building on the way down will send the player spinning and spiraling to the ground. As most people may have noticed in the game, animations are created &amp;quot;on the fly&amp;quot;, which means that the players&amp;#039; falls, crashes, and any other impacts depend on speed, angle, and force of the crash, instead of prerecorded animations. Light impacts would push people out of the way, while large, forceful impacts send people hurling several feet in the direction of the crash.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>gtw&gt;GTA all day</name></author>
	</entry>
	<entry>
		<id>https://www.grandtheftwiki.com/index.php?title=Physics_Engine&amp;diff=217983&amp;oldid=prev</id>
		<title>gtw&gt;Hardrock182: + {{Cleanup}}</title>
		<link rel="alternate" type="text/html" href="https://www.grandtheftwiki.com/index.php?title=Physics_Engine&amp;diff=217983&amp;oldid=prev"/>
		<updated>2009-12-30T12:51:31Z</updated>

		<summary type="html">&lt;p&gt;+ {{Cleanup}}&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en-GB&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 12:51, 30 December 2009&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot;&gt;Line 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;A &#039;&#039;&#039;physics engine&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;;&lt;/del&gt;&#039;&#039;&#039;is the primary mechanism for the gameplay of a video game which comprises the algorithms for collision detection, gravity, motion, effects of these on the geometry, etcetera. It is responsible for determining the physical aspects of a game and those aspects&#039; effect on the dynamics of the game.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;{{Cleanup|Blatant bias towards the GTA IV physics engine - all articles should be written from a neutral perspective.}}&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt; &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;A &#039;&#039;&#039;physics engine&#039;&#039;&#039;is the primary mechanism for the gameplay of a video game which comprises the algorithms for collision detection, gravity, motion, effects of these on the geometry, etcetera. It is responsible for determining the physical aspects of a game and those aspects&#039; effect on the dynamics of the game.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;From [[Grand Theft Auto III]] to [[Grand Theft Auto: Vice City Stories]], the physics were unrealistic due to hardware limitations. Pedestrians would lie on top of vehicles, staying in the same position until they fell off, where they would later get up. Every pedestrian and character would use a specific animation for each action. Some of these actions were updated to look more realistic (for example, running in San Andreas, and throwing a person out of a car in Liberty City Stories.) The physics in GTA III era were very bland, and GTA SA the physics often had glitches. San Andreas&amp;#039; physics were a little better than previous games, but they were still prerecorded. Also physics that involved falling were unrealistic. Players would often fall in a straight line. However, this was changed in [[Grand Theft Auto IV]], with the series&amp;#039; new RAGE and Euphoria physics system.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;From [[Grand Theft Auto III]] to [[Grand Theft Auto: Vice City Stories]], the physics were unrealistic due to hardware limitations. Pedestrians would lie on top of vehicles, staying in the same position until they fell off, where they would later get up. Every pedestrian and character would use a specific animation for each action. Some of these actions were updated to look more realistic (for example, running in San Andreas, and throwing a person out of a car in Liberty City Stories.) The physics in GTA III era were very bland, and GTA SA the physics often had glitches. San Andreas&amp;#039; physics were a little better than previous games, but they were still prerecorded. Also physics that involved falling were unrealistic. Players would often fall in a straight line. However, this was changed in [[Grand Theft Auto IV]], with the series&amp;#039; new RAGE and Euphoria physics system.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Grand Theft Auto IV]] uses the Euphoria engine as its proprietary physics engine. This engine uses information on the human muscle and skeletal systems and the physics of the real world, combined with new software that uses more accurate techniques for collision detection to deliver more realistic movement than regular animations. This engine creates animations that never repeat. New animations include [[Niko]] crashing from the windshield of his car, and realistically falling off a bike. Cars also feel like they have some weight on them. Rather than feeling like gliding on rails. Falling as mentioned above is a lot more realistic. Falling from helicopters and hitting a building on the way down will send the player spinning and spiraling to the ground. As most people may have noticed in the game, animations are created &amp;quot;on the fly&amp;quot;, which means that the players&amp;#039; falls, crashes, and any other impacts depend on speed, angle, and force of the crash, instead of prerecorded animations. Light impacts would push people out of the way, while large, forceful impacts send people hurling several feet in the direction of the crash.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Grand Theft Auto IV]] uses the Euphoria engine as its proprietary physics engine. This engine uses information on the human muscle and skeletal systems and the physics of the real world, combined with new software that uses more accurate techniques for collision detection to deliver more realistic movement than regular animations. This engine creates animations that never repeat. New animations include [[Niko]] crashing from the windshield of his car, and realistically falling off a bike. Cars also feel like they have some weight on them. Rather than feeling like gliding on rails. Falling as mentioned above is a lot more realistic. Falling from helicopters and hitting a building on the way down will send the player spinning and spiraling to the ground. As most people may have noticed in the game, animations are created &amp;quot;on the fly&amp;quot;, which means that the players&amp;#039; falls, crashes, and any other impacts depend on speed, angle, and force of the crash, instead of prerecorded animations. Light impacts would push people out of the way, while large, forceful impacts send people hurling several feet in the direction of the crash.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>gtw&gt;Hardrock182</name></author>
	</entry>
	<entry>
		<id>https://www.grandtheftwiki.com/index.php?title=Physics_Engine&amp;diff=217982&amp;oldid=prev</id>
		<title>gtw&gt;Scrab Crab at 14:55, 27 December 2009</title>
		<link rel="alternate" type="text/html" href="https://www.grandtheftwiki.com/index.php?title=Physics_Engine&amp;diff=217982&amp;oldid=prev"/>
		<updated>2009-12-27T14:55:07Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 14:55, 27 December 2009&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot;&gt;Line 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;A &#039;&#039;&#039;physics engine&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;amp;nbsp&lt;/del&gt;;&#039;&#039;&#039;is the primary mechanism for the gameplay of a video game which comprises the algorithms for collision detection, gravity, motion, effects of these on the geometry&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;. &lt;/del&gt;etcetera. It is responsible for determining the physical aspects of a game and those aspects&#039; effect on the dynamics of the game.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;A &#039;&#039;&#039;physics engine;&#039;&#039;&#039;is the primary mechanism for the gameplay of a video game which comprises the algorithms for collision detection, gravity, motion, effects of these on the geometry&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, &lt;/ins&gt;etcetera. It is responsible for determining the physical aspects of a game and those aspects&#039; effect on the dynamics of the game.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;From [[Grand Theft Auto III]] to [[Grand Theft Auto: Vice City Stories]], the physics were unrealistic due to hardware limitations. Pedestrians would lie on top of vehicles, staying in the same position until they &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;were dragged &lt;/del&gt;off, where they would later get up. Every pedestrian and character would use a specific animation for each action. Some of these actions were updated to look more realistic (for example, running in San Andreas, and throwing a person out of a car in Liberty City Stories.) The physics in GTA&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;amp;nbsp;&lt;/del&gt;III era were very bland&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;. In &lt;/del&gt;GTA&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;amp;nbsp;&lt;/del&gt;SA the physics often had glitches. San Andreas&#039; physics were a little better than previous games&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;. But &lt;/del&gt;still &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;remained &lt;/del&gt;prerecorded &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and boring&lt;/del&gt;. Also physics that involved falling were unrealistic. Players would often fall in a straight line. However this was changed in &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the fourth series of GTA &lt;/del&gt;with the series&#039; new RAGE and Euphoria physics&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&#039; &lt;/del&gt;system.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;From [[Grand Theft Auto III]] to [[Grand Theft Auto: Vice City Stories]], the physics were unrealistic due to hardware limitations. Pedestrians would lie on top of vehicles, staying in the same position until they &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;fell &lt;/ins&gt;off, where they would later get up. Every pedestrian and character would use a specific animation for each action. Some of these actions were updated to look more realistic (for example, running in San Andreas, and throwing a person out of a car in Liberty City Stories.) The physics in GTA III era were very bland&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, and &lt;/ins&gt;GTA SA the physics often had glitches. San Andreas&#039; physics were a little better than previous games&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, but they were &lt;/ins&gt;still prerecorded. Also physics that involved falling were unrealistic. Players would often fall in a straight line. However&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, &lt;/ins&gt;this was changed in &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;[[Grand Theft Auto IV]], &lt;/ins&gt;with the series&#039; new RAGE and Euphoria physics system.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Grand Theft Auto IV]] uses the Euphoria&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;amp;nbsp;&lt;/del&gt;engine&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;amp;nbsp;&lt;/del&gt;as its proprietary physics engine.&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;amp;nbsp;&lt;/del&gt;This&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;amp;nbsp;&lt;/del&gt;engine uses&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;amp;nbsp;&lt;/del&gt;information&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;amp;nbsp;&lt;/del&gt;on the human &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;mucle &lt;/del&gt;and skeletal systems and the physics of the real world, combined with new software that uses more accurate techniques for collision detection to deliver more realistic movement than regular animations. This engine creates animations that never repeat. New animations include [[Niko]] crashing from the windshield of his car, and realistically falling off a bike. Cars also feel like they have some weight on them. Rather than feeling like gliding on rails. Falling as mentioned above is &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;alot &lt;/del&gt;more realistic. Falling from helicopters and hitting a building on the way down will send the player spinning and spiraling to the ground. As most people may have noticed in the game, animations are created &quot;on the fly&quot;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;. Which &lt;/del&gt;means &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;instead of prerecorded animations, &lt;/del&gt;the players&#039; falls, crashes, and any other impacts depend on speed, angle, and force of the crash. Light impacts would push people out of the way, while large, forceful impacts send people hurling several feet in the direction of the crash.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Grand Theft Auto IV]] uses the Euphoria engine as its proprietary physics engine. This engine uses information on the human &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;muscle &lt;/ins&gt;and skeletal systems and the physics of the real world, combined with new software that uses more accurate techniques for collision detection to deliver more realistic movement than regular animations. This engine creates animations that never repeat. New animations include [[Niko]] crashing from the windshield of his car, and realistically falling off a bike. Cars also feel like they have some weight on them. Rather than feeling like gliding on rails. Falling as mentioned above is &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a lot &lt;/ins&gt;more realistic. Falling from helicopters and hitting a building on the way down will send the player spinning and spiraling to the ground. As most people may have noticed in the game, animations are created &quot;on the fly&quot;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, which &lt;/ins&gt;means &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;that &lt;/ins&gt;the players&#039; falls, crashes, and any other impacts depend on speed, angle, and force of the crash&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, instead of prerecorded animations&lt;/ins&gt;. Light impacts would push people out of the way, while large, forceful impacts send people hurling several feet in the direction of the crash.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt; &lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-added&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;{{stub}}&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-added&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>gtw&gt;Scrab Crab</name></author>
	</entry>
	<entry>
		<id>https://www.grandtheftwiki.com/index.php?title=Physics_Engine&amp;diff=217981&amp;oldid=prev</id>
		<title>gtw&gt;GTA69 at 12:14, 27 December 2009</title>
		<link rel="alternate" type="text/html" href="https://www.grandtheftwiki.com/index.php?title=Physics_Engine&amp;diff=217981&amp;oldid=prev"/>
		<updated>2009-12-27T12:14:39Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 12:14, 27 December 2009&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot;&gt;Line 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;A &amp;#039;&amp;#039;&amp;#039;physics engine&amp;amp;nbsp;&amp;#039;&amp;#039;&amp;#039;is the primary mechanism for the gameplay of a video game which comprises the algorithms for collision detection, gravity, motion, effects of these on the geometry. etcetera. It is responsible for determining the physical aspects of a game and those aspects&amp;#039; effect on the dynamics of the game.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;A &amp;#039;&amp;#039;&amp;#039;physics engine&amp;amp;nbsp;&amp;#039;&amp;#039;&amp;#039;is the primary mechanism for the gameplay of a video game which comprises the algorithms for collision detection, gravity, motion, effects of these on the geometry. etcetera. It is responsible for determining the physical aspects of a game and those aspects&amp;#039; effect on the dynamics of the game.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;From [[Grand Theft Auto III]] to [[Grand Theft Auto: Vice City Stories]], the physics were unrealistic due to hardware limitations. Pedestrians would lie on top of vehicles, staying in the same position until they were dragged off, where they would later get up. Every pedestrian and character would use a specific animation for each action. Some of these actions were updated to look more realistic (for example, running in San Andreas, and throwing a person out of a car in Liberty City Stories.)&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;From [[Grand Theft Auto III]] to [[Grand Theft Auto: Vice City Stories]], the physics were unrealistic due to hardware limitations. Pedestrians would lie on top of vehicles, staying in the same position until they were dragged off, where they would later get up. Every pedestrian and character would use a specific animation for each action. Some of these actions were updated to look more realistic (for example, running in San Andreas, and throwing a person out of a car in Liberty City Stories.) &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The physics in GTA&amp;amp;nbsp;III era were very bland. In GTA&amp;amp;nbsp;SA the physics often had glitches. San Andreas&#039; physics were a little better than previous games. But still remained prerecorded and boring. Also physics that involved falling were unrealistic. Players would often fall in a straight line. However this was changed in the fourth series of GTA with the series&#039; new RAGE and Euphoria physics&#039; system.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Grand Theft Auto IV]] uses the Euphoria&amp;amp;nbsp;engine&amp;amp;nbsp;as its proprietary physics engine.&amp;amp;nbsp;This&amp;amp;nbsp;engine uses&amp;amp;nbsp;information&amp;amp;nbsp;on the human mucle and skeletal systems and the physics of the real world, combined with new software that uses more accurate techniques for collision detection to deliver more realistic movement than regular animations. This engine creates animations that never repeat. New animations include [[Niko]] crashing from the windshield of his car, and realistically falling off a bike. Cars also feel like they have some weight on them.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Grand Theft Auto IV]] uses the Euphoria&amp;amp;nbsp;engine&amp;amp;nbsp;as its proprietary physics engine.&amp;amp;nbsp;This&amp;amp;nbsp;engine uses&amp;amp;nbsp;information&amp;amp;nbsp;on the human mucle and skeletal systems and the physics of the real world, combined with new software that uses more accurate techniques for collision detection to deliver more realistic movement than regular animations. This engine creates animations that never repeat. New animations include [[Niko]] crashing from the windshield of his car, and realistically falling off a bike. Cars also feel like they have some weight on them&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;. Rather than feeling like gliding on rails. Falling as mentioned above is alot more realistic. Falling from helicopters and hitting a building on the way down will send the player spinning and spiraling to the ground. As most people may have noticed in the game, animations are created &quot;on the fly&quot;. Which means instead of prerecorded animations, the players&#039; falls, crashes, and any other impacts depend on speed, angle, and force of the crash. Light impacts would push people out of the way, while large, forceful impacts send people hurling several feet in the direction of the crash&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{stub}}&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{stub}}&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>gtw&gt;GTA69</name></author>
	</entry>
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