Why Aren't Real-World Physics Equations Used In Video Games?
Why Aren't Real-World Physics Equations Used In Video Games?
Video game physics are a tricky thing, but why aren’t the realistic? How exactly do they work? Falcon takes a quick dive into the science behind it all.
Video Credit: https://www.youtube.com/watch?v=qVy0ruj7miA
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Video Credit: GTALORD – https://www.youtube.com/watch?v=_JnS24asvU8&t=93s
People who simulated world must be laughing so hard on this video
Making a racing game like reallity would not be so fun, like driving on ice with proper tyres, the car doesn’t slide the same way, it really has a good grip, but games need to be more fun and make the car slide better.
WHat game is that @ 3:25?
my uni lecture will be on this and i said 2 things before this. itll be easier and itll be more fun. boom! im still failing.
now to answer your question simply.
if video games where exactly like real life. what would be the point of video games.
"rules of 2 is the answer of life" – Rhys Hall 2020
Red Faction Geurilla best building weight physics, just wish the pieces/particles where smaller and fire did something.
Not true think of good and hl2
Take ap physics exam
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.
Because,games.
while playing video games i often say out loud (to me and my brother) "well thats not really how that would work but whatever its fine" thus is the fun of the game
Coding it right down to the molecular level probably isn’t necessary for non inertial reference frames of play, though, I do enjoy games which use real-world rules of physics as accurately represented as possible and force you to work with or around those rules to do what you want. Just another way to be creative.
If simulation of fluid flow can’t be done on modern-day processors,
that means adding them up with our real like game physics would fry your pc or make it ‘cease to exist’.
" do you think that sonic the hedgehog would be fun if his physics would be accurate"
Oh no you do not temp the wrath of Austin from game theory.
All you do is talk. Bad video
so, WHY aren’t Real-World Physics Equations Used In Video Games?
we all enjoy games, we only want to know WHY
who said we need to have physics on a molecular level ? its not necessary.
Yes. We dont need have super real phisyx but we want to See much more symultions in new Games.
I have hope to See some new things in new generation.
I dont need real symulation but i want some tricks that show me something what Look like real.
Totally spot on. Fun > Realism and accuracy for games.
Why I don’t want super realistic physics based game?
If your characters get hurt… The damage would last for days and weeks 😐
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.
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.
Imagine that gta 6 became exact copy of real world so people will make gta 6 in gta 6 and the make gta 6 in gta 6 which is in gta 6 that go forever
But you see that’s where I differ from you is that I like realistic games more than I do "arcadey games". After I started playing military simulations like squad, I did not enjoy going back and playing Call of Duty or Battlefield. The games just felt boring to me.
A high-end personal computer can barely run basic Newton physics simulation in real-time in a very, very, very simplified way compare to the real world interaction (to reduce the load).
Why would I want my game to be the same as my reality? I naturally take part in my reality every day. I don’t need to game there.
This is how the ball one in physics work. When the ball hits the other balls energy goes through the balls to the other creating force and that is reapeted
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.
Games are fun because it doesn’t feel like real life and we humans are programmed to get excited over new things.
I, for one, believe that people would actually enjoy game physics simulations if they were Totally Accurate. Just look at how many people enjoy Totally Accurate Battlegrounds Simulator.
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
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.
Does anyone know whats the name of the game at 3:19?? Ive been searching for that game for a looong time and i cant find it
someone give me tldr pls
As long as it looks accurate sounds accurate and like feels accurate I’m fine
Im thinking of making a game that uses realistic physics, like a gravity gun that uses spinning north and south magnets and can only pick up metal objects
In flight simulators, yes, the more accurate it is, the more fun it becomes. But that is also a niche market. It comes down to the purpose or intent of the game. If it can be modeled with real world data, I typically enjoy those more. Games that require skills like adding bullet drop and stuff.
Answer – yes.
Bruh Even A 8 year old well know why in game wont happen is that games or coded and IRL there’s no code
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.
I do not see why it would be that hard. As long you just put the formulas in the right spot it should run fine.
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!
I wonder if we’ll ever get there, and if so how far along with that be?
Totally disagree. The reason is: In games, we have to compute only the next frame, from the current frame, not to describe a physics system.
Better Boneworks .
I can’t wait to play "Frictionless Spheres In A Vacuum Simulator"!
Makes me think WHAT IS A SIM ANYWAY !?
A Simulator Shouldn’t be used or thought of as A Game if it’s a Truly Hard Core Sim !
Like 4:30 got me thinking – a Hard core simulator like Flight sims or Astro Sims for Public availability is really for people that Want to Experience The Actual Thing WITHOUT Actually Doing IT or just to Have That Sense imo !?
Like you Don’t Play a Simulator you Operate it.
Me personally I’ve got Flight Combat Game Fever and that’s why I’m here,
Trying to understand the Differences Of Immersion – Which can be a Fun Thing – And Just pure Fun !?
I’ve Played Fighter Jet games that were Pretty Nicely Detailed And like You said at 2:05 Nice Good Graphics Don’t Necessarily mean Realistically Depicted ?
I Have Yet To Learn 😽
I want good RAGDOLLs that’s all..
Thank you very very much. I’ve kept wondering about it through the years but never really got the reason why no one and I mean "no one" ever does it. I thought at least there should be 1 game with real physics but now I know why there can’t be.
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.
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.