Physics Engine: Difference between revisions

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A '''physics engine '''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' effect on the dynamics of the game.
A '''physics engine '''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' effect on the dynamics of the game.
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.)


[[Grand Theft Auto IV]] uses the Euphoria engine as its proprietary physics engine. This engine uses information 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.
[[Grand Theft Auto IV]] uses the Euphoria engine as its proprietary physics engine. This engine uses information 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.


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Revision as of 03:26, 26 December 2009

A physics engine 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' effect on the dynamics of the game.

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.)

Grand Theft Auto IV uses the Euphoria engine as its proprietary physics engine. This engine uses information 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.