
Why aren't real-world physics equations used in video games?
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Date: 2022-03-21
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Comments and reviews: 10
Rafael
Are you kidding, who wouldn't find it fun to be a part of a simulation having real world physics? I mean, are you saying you wouldn't find it fun to wield a sword and fight against that giant skeleton centipede monster from Sword Art Online? In an environment where physics are real and bodies behave as they do in real life, having a kind of real substance to them, instead of just feeling like empty poligonal shapes.
The reason that I would want to play in such a simulation is because said monsters don't exist in real life, and therefore I'll never be able to fight them unless it be in a simulation, and having real physics in such a simulation would make the whole thing feel real.
I understand that real world physics are computationally expensive, and that present hardware is not even remotely capable of running such a simulation.
What I don't understand is your claim that we don't need to try because people are content with fake physics and therefore there is no need to even try.
What I know is that I'm not content to play a shooter game in which the bullets do not even actually travel from point A to point B.
The prospect of having something close to real world physics in videgames plays a big role in why videogames have an appeal to me in the first place.
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Are you kidding, who wouldn't find it fun to be a part of a simulation having real world physics? I mean, are you saying you wouldn't find it fun to wield a sword and fight against that giant skeleton centipede monster from Sword Art Online? In an environment where physics are real and bodies behave as they do in real life, having a kind of real substance to them, instead of just feeling like empty poligonal shapes.
The reason that I would want to play in such a simulation is because said monsters don't exist in real life, and therefore I'll never be able to fight them unless it be in a simulation, and having real physics in such a simulation would make the whole thing feel real.
I understand that real world physics are computationally expensive, and that present hardware is not even remotely capable of running such a simulation.
What I don't understand is your claim that we don't need to try because people are content with fake physics and therefore there is no need to even try.
What I know is that I'm not content to play a shooter game in which the bullets do not even actually travel from point A to point B.
The prospect of having something close to real world physics in videgames plays a big role in why videogames have an appeal to me in the first place.
reply
Mogul
6:30 actually what particle simulation chemical simulation dynamic interaction etc could do is provide the means to build things without expensive budgets. Cross comparing the simulated variables with real variables and ensuring that they align means you could engage in scalable experimentation of designs. Even if it took all your current CPU power to fully simulate one atom it would give you the means to -play with fire- without risking budget overheads, construction costs, labor etc. At least until you reached a stage of testing where you had to build the real thing. Simplistically if you could simulate all the -properties of fire and metal- you could -physically- forge metals without the risk of actually touching metals. Scaled up you could simulate the chemical effects of say gunpowder without needing gunpowder, or test fire a rocket. Until cross comparison was needed or the real prototype. Variations in -simulated physics- and -real physics- could skewer test results. Giving small scale designers the potential to compete without big company investment until the time came to compare.
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6:30 actually what particle simulation chemical simulation dynamic interaction etc could do is provide the means to build things without expensive budgets. Cross comparing the simulated variables with real variables and ensuring that they align means you could engage in scalable experimentation of designs. Even if it took all your current CPU power to fully simulate one atom it would give you the means to -play with fire- without risking budget overheads, construction costs, labor etc. At least until you reached a stage of testing where you had to build the real thing. Simplistically if you could simulate all the -properties of fire and metal- you could -physically- forge metals without the risk of actually touching metals. Scaled up you could simulate the chemical effects of say gunpowder without needing gunpowder, or test fire a rocket. Until cross comparison was needed or the real prototype. Variations in -simulated physics- and -real physics- could skewer test results. Giving small scale designers the potential to compete without big company investment until the time came to compare.
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EuropaWill
This is a cop out answer saying we don't need accurate physics in games. I'm totally in disagreement. In game physics have largely stagnated for almost 20 years. For games like Oblivion, Skyrim or other open world RPG's, much better physics will make for a much more realistic game. How about characters or NPCs, tripping during running or combat, randomly based on the terrain. Character combat that affects the opponents much more realistically, shoot an arrow or sword hit on an arm if an orc, and now that arm can't be used in it's defense. We still have extremely unrealistic character interactions that despite much more powerful systems are still walking, turning and reacting awkwardly and unrealistically. Sony and Microsoft have essentially given us more polygons and higher resolution texture maps when I think many of us would have preferred better in game world physics and interactions.
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This is a cop out answer saying we don't need accurate physics in games. I'm totally in disagreement. In game physics have largely stagnated for almost 20 years. For games like Oblivion, Skyrim or other open world RPG's, much better physics will make for a much more realistic game. How about characters or NPCs, tripping during running or combat, randomly based on the terrain. Character combat that affects the opponents much more realistically, shoot an arrow or sword hit on an arm if an orc, and now that arm can't be used in it's defense. We still have extremely unrealistic character interactions that despite much more powerful systems are still walking, turning and reacting awkwardly and unrealistically. Sony and Microsoft have essentially given us more polygons and higher resolution texture maps when I think many of us would have preferred better in game world physics and interactions.
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Mogul
1:30 the irony of numbers is that if you had a tiny human and a super massive giant human and taught them about scale and measurements, 3 cm wouldn't be the same as 3 centimeters up close together, but if they lived in seperate spaces the one would never ever be able to tell the difference since they'd both be building along the same scale lines, so to speak. 3 cm would still scale to their world as your own without conversion initially. Ie. A coffee cup is going to look and feel the same for a little person and a big person taking a video in their hands, but if they put the two together for comparison, then your 3 centimeters would be like their 3 feet or something or however big the giant is and vis versa. Funny thought experiment.
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1:30 the irony of numbers is that if you had a tiny human and a super massive giant human and taught them about scale and measurements, 3 cm wouldn't be the same as 3 centimeters up close together, but if they lived in seperate spaces the one would never ever be able to tell the difference since they'd both be building along the same scale lines, so to speak. 3 cm would still scale to their world as your own without conversion initially. Ie. A coffee cup is going to look and feel the same for a little person and a big person taking a video in their hands, but if they put the two together for comparison, then your 3 centimeters would be like their 3 feet or something or however big the giant is and vis versa. Funny thought experiment.
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Kynareth6
Molecular level physics simulation (not necessarily realistic) is out of question in the near future. Moore's law is slowing down, heat problems are very troublesome. But there ought to be more improvements in real-time physics, because games like Red Faction or Half-Life 2 were really fun. In 2020 there could be even better games like that (Half-Life Alyx is the closest one). Why can't games make a use of all cores that are available (Threadripper goes up to 128 threads)? Because game programmers are lazy and use outdated techniques!
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Molecular level physics simulation (not necessarily realistic) is out of question in the near future. Moore's law is slowing down, heat problems are very troublesome. But there ought to be more improvements in real-time physics, because games like Red Faction or Half-Life 2 were really fun. In 2020 there could be even better games like that (Half-Life Alyx is the closest one). Why can't games make a use of all cores that are available (Threadripper goes up to 128 threads)? Because game programmers are lazy and use outdated techniques!
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Jeff
KSP, just add guns. Yes it would be fun, the reason it's not out there isn't because it's impossible it's because Hollywood has sold generations of wrong physics. Imagine a Space Marine game where you now have to worry about every axis of motion instead of -look, we're all under artificial gravity, might as well be a WWII game-. Because there's no UP in space you have tactics of holding onto whatever.
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KSP, just add guns. Yes it would be fun, the reason it's not out there isn't because it's impossible it's because Hollywood has sold generations of wrong physics. Imagine a Space Marine game where you now have to worry about every axis of motion instead of -look, we're all under artificial gravity, might as well be a WWII game-. Because there's no UP in space you have tactics of holding onto whatever.
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Netkiller3714
All you would have to do is first program in the periodic table including tempurature reactions(like state change from liquid to gas), acidity reactions, acidity level, weight, electrical potential, electrical resistance, friction level, and magnetic push or pull. I think that could be written pretty simply and run easily on a normal computer.
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All you would have to do is first program in the periodic table including tempurature reactions(like state change from liquid to gas), acidity reactions, acidity level, weight, electrical potential, electrical resistance, friction level, and magnetic push or pull. I think that could be written pretty simply and run easily on a normal computer.
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Rudolf
This video it throwing together two very different points: the computability of very accurate physical systems, and the gameplay impact of using realistic physical interactions instead of cartoony interactions. The first point is not relevant in computer games any way, and is only attempted in things like material sciences and particle physics.
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This video it throwing together two very different points: the computability of very accurate physical systems, and the gameplay impact of using realistic physical interactions instead of cartoony interactions. The first point is not relevant in computer games any way, and is only attempted in things like material sciences and particle physics.
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Gerardo
Funny people say, -Want realistic physics go outside-, like you can drive a Formula 1 car just going outside, or fly a Spitfire or the Challenger, and then they say real physics is no fun, well they clearly had never driven a Formula 1 car with VR at 300+ Kmh or flown a P-51 in a dogfight in VR, yeah right not fun at all. pff. Worthless video
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Funny people say, -Want realistic physics go outside-, like you can drive a Formula 1 car just going outside, or fly a Spitfire or the Challenger, and then they say real physics is no fun, well they clearly had never driven a Formula 1 car with VR at 300+ Kmh or flown a P-51 in a dogfight in VR, yeah right not fun at all. pff. Worthless video
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Tricksoundbab
I love physics in games. The ability to destroy environment, create things and float or slide. I love it I think it makes the game a lot more immersive when things have collision elements to them and can be moved for instance halo 3 infected mode you could block a room off with a box and not let infected get in until they bash through.
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I love physics in games. The ability to destroy environment, create things and float or slide. I love it I think it makes the game a lot more immersive when things have collision elements to them and can be moved for instance halo 3 infected mode you could block a room off with a box and not let infected get in until they bash through.
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