Re: Question about development of prototyping tools.
Peter Thierolf <[email protected]> Sun, 24 Apr 2011 10:57:14 +0200
| Newsgroups | gmane.games.devel.sweng |
|---|---|
| Message-ID | <[email protected]> |
Just wanted to express my thoughts here that, whilst we have that much more CPU horsepower available today so we could use general purpose physics systems to handle all cases it might still be a better idea to do it the old way. If you model your cases explicitly, you have a much higher level of control over the simulation. If you really think about it, games don't model real physics in most cases anyway, they are no reality simulator but entertainment machines with super natural rules. Whilst some games really profit from a fully blown physcis thing, most games have a small number of issues to solve which can be done in a highly efficient, reliable, controlled and cost effective way without using physics simulation - and you got a lot of space and CPU left to the simulation aspects like AI etc. Cheers, Peter Am 24.04.2011 08:37, schrieb Morten Brodersen: > Hehe...I actually worked on that specific code and it was a bit of a pain to > get right. Here is what I ended up doing: > > > _______________________________________________ > Sweng-Gamedev mailing list > [email protected] > http://lists.midnightryder.com/listinfo.cgi/sweng-gamedev-midnightryder.com > _______________________________________________ Sweng-Gamedev mailing list [email protected] http://lists.midnightryder.com/listinfo.cgi/sweng-gamedev-midnightryder.com