Saturday, February 9, 2019

Physics in Video Games :: physics video game computer

There are a few different natural philosophy engines that platformmers use now for their back ups. There are 2 main natural philosophy engines that programmers use Havok, and Math Engine. A Physics Engine is the encipher that game companies buy or Build to put in their code. The code is already written and they just have to implement the code in their program. The issue about Physics in video games is that none of it has to be realistic. nigh of the physics in older games arent close to being realistic for in that respect were way too many equations the program would have to solve and it would easily it down. There are arguments that go on that unrealistic games are much fun, or realistic games are to a greater extent fun. Video Games have been close to for over thirty years now. A lot have changed in the way programs work. When they first came out Video Games werent that powerful because the hardware couldnt agree it. Now the possibilities are almost endless. Games ha ve changed so much. From Games like Asteroids that was do in 1979. With Asteroids being only a small program with nigh computations going on. To current games like Half-life 2. With so many physics computations going on. They try to make this game the most realistic game. aside there. The current trend in video games is to make them more and more realistic. The more realistic they make the game.The more equations the program has to do, so the program is a lot bigger and needs a lot more power to do everything the game wants.There is a lot of lines of code in video games. There are teams of people who work on games now.Here is some example of how code is implemented into programs to make it nip like you are abideing. I got this example from the web site http//www.gamedev.net/ author/articles/article694.aspthis is pseudo-code that can be used for if you were having the character in the game jump straight up. Joe.postion.y = 0 (Or wherever floor is)Joe.velocity.y = 0Joe.accelerat ion = 10Joe.jumping = NOLoop If (jump key is pressed) Joe.velocity.y = 100 Joe.jumping = YES if (Joe.jumping == YES) /* Move Joe if we are jumping */ Joe.velocity.y = Joe.velocity.y - Joe.acceleration Joe.

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