And Action! An Examination of Physics in Video Games

I thought that sniper mission in Call of Duty: Modern Warfare was fairly simple. It even tells you how many notches you have to move up so the bullet will make the target. You have to adjust left or right to the wind. The suicide truck was kind of annoying though. That took me a few tries.
 
Polygons intersecting with other is such a realism breaker that seems to stuck with us since the beginning of polygon based 3D games...
 
I thought that sniper mission in Call of Duty: Modern Warfare was fairly simple. It even tells you how many notches you have to move up so the bullet will make the target. You have to adjust left or right to the wind. The suicide truck was kind of annoying though. That took me a few tries.
Yep. I'm a noob. :)
 
Very good article. This is precisely why I keep coming back to Techspot.

Here's a related idea. Could you guys do a review of the physics of computer melee combat systems?

1) Location targeting is a very compelling feature. But most games do not do a very good job. Skyrim and Minecraft combat amounts to just waving a sword. Dying Light is much better, but still not good.

2) Large body impact is also neglected. For example, a dragon should easily overwhelm any smaller opponent using sheer size. Instead, they just stand there trading blow for blow.
 
2) Large body impact is also neglected. For example, a dragon should easily overwhelm any smaller opponent using sheer size. Instead, they just stand there trading blow for blow.

Expecting realistic physics out of imaginary magical beings fighting other imaginary magical beings always amuses me, especially since in almost every instance "magic" equates to "breaks the laws of physics as we know them". To the author's point, "real" physics will always be compromised to "realistic" physics due to computing power & playability...or else the game won't be around long.
 
Back