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And that's assuming we want to play/make games with "realistic" simulations! I'm sure we've all played those sandbox physics games where a few values were tweak
by yurishimo 6y ago
And that's assuming we want to play/make games with "realistic" simulations! I'm sure we've all played those sandbox physics games where a few values were tweaked just to far in one direction. Sometimes that can be really fun! I'd e interested to know if these more advanced tools take that into account, or will there be frequent cases of needing to roll your own physics engine?
I'm trying to think of an example, but I believe I remember reading about a game that purposefully used a slightly lighter gravity for some models to help the player feel more powerful (?) than other characters. I wish I could remember, but the idea is the same. Physics that are dynamic could be a fun/useful gameplay mechanic and I hope we don't see those types of games go away because everyone decides it's too complicated/not worth it to use a different physics algorithm than the one shipped in some console SDK.
- proc0 6y agoYeah, movement speed is also perceptively slower in a game for some reason and realistic speeds are boring so most FPSs have the player running at car speeds. These tweaks will always be there to "fix" our limitations in reality. Teleporting is another example where nobody is really interested in traveling distances like IRL.
- allo37 6y agoHey if I could fast-travel IRL I probably would :p