Physical, is it really just eye candy?

Source: Internet
Author: User

Currently, there are few games that use physical features in gameplay. On the one hand, it is a technical reason. Many real-time simulation methods have stability and shock problems, the numerous bugs that have caused designers to be reluctant to use physical features to drive gameplay; on the other hand, they are also the reason for separation of technology and application. Many designers have not spent much time thinking about the relationship between physical features and gameplay, or manyProgramThey also do not know what the current physical features can achieve, and can assist gameplay. To put it back, programmers may not have good communication with designers even if they understand them.

 

I have the following suggestions for you to design and program.

 

Here is a website dedicated to commenting on the trial of games with physical features (or the main physical features:

Http://www.fun-motion.com/designers and programmers who do not know the physical properties can find many excellent game idea. Among them, what I like most is armadillo run.

 

Currently, the most common physical simulation of rigid bodies is physical characteristics. There are already many outstanding open-source projects available for reference and even use. Both bullet and ODE can be considered. There are also many games that use the physical characteristics of Rigid Bodies (although rarely affects gameplay), such as half-life 2.

 

There is also a kind of soft body simulation, which is rarely used, and even some applications are based on a simple particle-spring model. I believe lexic uses this type of model. In addition, although I have never had a chance to play Duck games on PS network, it seems that the information collected from various aspects should also be a soft body simulation. In this regard, I think there is definitely a lack of in-depth gameplay Mining, which deserves attention.

 

Then there is a simulation of clothing (fabric. In this regard, most games treat it as eye candy. Many Japanese 3D Combat games are the masterpiece of such applications. I don't know much about the technology, but I want to study and mine Avatar and clothing simulation.

 

Finally, fluid simulation. Fluid many people will think of liquid, in fact, a lot of gas and smoke are the scope of fluid simulation. There are also grid-based and particle-based practices, But no matter which approach, there are still few games that apply it to gameplay. In this regard, I think at least 2D fluid simulation, or 3D fluid simulation in the form of 2D Fluid Simulation disguise, is technically very feasible. Again, duck games are a game that I don't know much about and uses fluid simulation as the main gameplay game.

 

The above several technologies are all applications that I think gameplay still lacks. It is believed that in the future multi-core trends, it will become more and more suitable for real-time game applications.

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