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Physics Simulations In Video Games
Computer animation physics or game physics are laws of physics as they are defined within a simulation or video game, and the programming logic used to implement these laws. Game physics vary greatly in their degree of similarity to real-world physics. Sometimes, the physics of a game may be designed to mimic the physics of the real world as accurately as is feasible, in order to appear realistic to the player or observer. In other cases, games may intentionally deviate from actual physics for gameplay purposes. Common examples in platform games include the ability to start moving horizontally or change direction in mid-air and the double jump ability found in some games. Setting the values of physical parameters, such as the amount of gravity present, is also a part of defining the game physics of a particular game. There are several elements that form components of simulation physics including the physics engine, program code that is used to simulate Newtonian physics within ...
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Physics
Physics is the scientific study of matter, its Elementary particle, fundamental constituents, its motion and behavior through space and time, and the related entities of energy and force. "Physical science is that department of knowledge which relates to the order of nature, or, in other words, to the regular succession of events." It is one of the most fundamental scientific disciplines. "Physics is one of the most fundamental of the sciences. Scientists of all disciplines use the ideas of physics, including chemists who study the structure of molecules, paleontologists who try to reconstruct how dinosaurs walked, and climatologists who study how human activities affect the atmosphere and oceans. Physics is also the foundation of all engineering and technology. No engineer could design a flat-screen TV, an interplanetary spacecraft, or even a better mousetrap without first understanding the basic laws of physics. (...) You will come to see physics as a towering achievement of ...
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Muscle
Muscle is a soft tissue, one of the four basic types of animal tissue. There are three types of muscle tissue in vertebrates: skeletal muscle, cardiac muscle, and smooth muscle. Muscle tissue gives skeletal muscles the ability to muscle contraction, contract. Muscle tissue contains special Muscle contraction, contractile proteins called actin and myosin which interact to cause movement. Among many other muscle proteins, present are two regulatory proteins, troponin and tropomyosin. Muscle is formed during embryonic development, in a process known as myogenesis. Skeletal muscle tissue is striated consisting of elongated, multinucleate muscle cells called muscle fibers, and is responsible for movements of the body. Other tissues in skeletal muscle include tendons and perimysium. Smooth and cardiac muscle contract involuntarily, without conscious intervention. These muscle types may be activated both through the interaction of the central nervous system as well as by innervation ...
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Real-time Simulation
Real-time simulation refers to a computer model of a physical system that can execute at the same rate as actual "wall clock" time. In other words, the computer model runs at the same rate as the actual physical system. For example, if a tank takes 10 minutes to fill in the real world, it would take 10 minutes to fill in the simulation as well. Real-time simulation occurs commonly in computer gaming, but also is important in the industrial market for operator training and off-line controller tuning. Computer languages like LabVIEW, VisSim and Simulink allow quick creation of such real-time simulations and have connections to industrial displays and programmable logic controllers via OLE for process control or digital and analog I/O cards. Several real-time simulators are available on the market including xPC Target and RT-LAB for mechatronic systems, Simulink for power electronic simulation, and RTDS for power grid simulation. Definition In a real-time simulation, the simul ...
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Physics Game
Puzzle video games make up a broad genre of video games that emphasize puzzle solving. The types of puzzles can test problem-solving skills, including logic, pattern recognition, sequence solving, spatial recognition, and word completion. Many puzzle games involve a real-time element and require quick thinking, such as ''Tetris'' (1985) and ''Lemmings'' (1991). History Puzzle video games owe their origins to brain teasers and puzzles throughout human history. The mathematical strategy game Nim, and other traditional thinking games such as Hangman and Bulls and Cows (commercialized as ''Mastermind''), were popular targets for computer implementation. In Universal Entertainment's ''Space Panic'', released in arcades in 1980, the player digs holes in platforms to trap creatures. It is a precursor to puzzle-platform games such as ''Lode Runner'' (1983), '' Door Door'' (1983), and ''Doki Doki Penguin Land'' (1985). ''Blockbuster'', by Alan Griesemer and Stephen Bradshaw (At ...
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Physics Engine
A physics engine is computer software that provides an approximate simulation of certain physical systems, typically classical dynamics, including rigid body dynamics (including collision detection), soft body dynamics, and fluid dynamics. It is of use in the domains of computer graphics, video games and film ( CGI). Their main uses are in video games (typically as middleware), in which case the simulations are in real-time. The term is sometimes used more generally to describe any software system for simulating physical phenomena, such as high-performance scientific simulation. Description There are generally two classes of physics engines: real-time and high-precision. High-precision physics engines require more processing power to calculate very precise physics and are usually used by scientists and computer-animated movies. Real-time physics engines—as used in video games and other forms of interactive computing—use simplified calculations and decreased accura ...
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FIFA 14
''FIFA 14'' is a football simulation video game developed by EA Canada and published by Electronic Arts worldwide under the EA Sports label. It was released in September 2013 for the PlayStation 2, PlayStation 3, PlayStation Portable, PlayStation Vita, Xbox 360, Wii, Nintendo 3DS and Windows. It was released as a freemium, under the title ''FIFA 14 Mobile'', for iOS and Android on 23 September 2013 and for Windows Phone 8 on 28 February 2014, although much of the game is inaccessible without an in-app payment. It was a launch title for both the PlayStation 4 and Xbox One in November 2013. The PlayStation 2 version was only released in PAL territories and Spanish-speaking markets, and was the last game released for the system in the Americas. The PlayStation Portable version was only released as a digital download in North America. The game received primarily positive reviews across all systems. Features Ignite Engine PlayStation 4 and Xbox One versions of the game feature a ...
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Continuous Collision Detection
Collision detection is the computational problem of detecting an Intersection (geometry), intersection of two or more objects in virtual space. More precisely, it deals with the questions of ''if'', ''when'' and ''where'' two or more objects intersect. Collision detection is a classic problem of computational geometry with applications in computer graphics, physical simulation, video games, robotics (including autonomous driving) and computational physics. Collision detection algorithms can be divided into operating on 2D or 3D spatial objects. Overview Collision detection is closely linked to calculating the Euclidean distance, distance between objects, as two objects (or more) intersect when the distance between them reaches zero or even becomes negative. Negative distance indicates that one object has penetrated another. Performing collision detection requires more context than just the distance between the objects. Accurately identifying the points of contact on both obje ...
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Ray Casting Algorithm
In computational geometry, the point-in-polygon (PIP) problem asks whether a given point in the plane lies inside, outside, or on the boundary of a polygon. It is a special case of point location problems and finds applications in areas that deal with processing geometrical data, such as computer graphics, computer vision, geographic information systems (GIS), motion planning, and computer-aided design (CAD). An early description of the problem in computer graphics shows two common approaches (ray casting and angle summation) in use as early as 1974. An attempt of computer graphics veterans to trace the history of the problem and some tricks for its solution can be found in an issue of the ''Ray Tracing News''. Ray casting algorithm One simple way of finding whether the point is inside or outside a simple polygon is to test how many times a ray, starting from the point and going in any fixed direction, intersects the edges of the polygon. If the point is on the outside of ...
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Inverse Kinematics
In computer animation and robotics, inverse kinematics is the mathematical process of calculating the variable joint parameters needed to place the end of a kinematic chain, such as a robot manipulator or animation character's skeleton, in a given position and orientation relative to the start of the chain. Given joint parameters, the position and orientation of the chain's end, e.g. the hand of the character or robot, can typically be calculated directly using multiple applications of trigonometric formulas, a process known as forward kinematics. However, the reverse operation is, in general, much more challenging. Inverse kinematics is also used to recover the movements of an object in the world from some other data, such as a film of those movements, or a film of the world as seen by a camera which is itself making those movements. This occurs, for example, where a human actor's filmed movements are to be duplicated by an animated character. Robotics In robotics, inverse ...
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Half-Life 2
''Half-Life 2'' is a 2004 first-person shooter game developed and published by Valve Corporation. It was published for Windows on Valve's digital distribution service, Steam. Like the original ''Half-Life'' (1998), ''Half-Life 2'' is played entirely from a first-person perspective, combining combat, puzzles, and storytelling. It adds features such as vehicles and physics-based gameplay. The player controls Gordon Freeman, who joins a resistance to liberate Earth from the Combine, a multidimensional alien empire. ''Half-Life 2'' was created using Valve's Source game engine, which was developed simultaneously. Development lasted five years and cost US $40million. Valve's president, Gabe Newell, set his team the goal of redefining the FPS genre. They integrated the Havok physics engine, which simulates real-world physics, to reinforce the sense of presence and create new gameplay. They also developed the characterization, with more detailed character models and animations. ...
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Boneworks
''Boneworks'' is a 2019 first-person shooter game developed and published by Brandon Laatsch, Stress Level Zero. The game is designed to be entirely Game physics, physics-based, with the player controlling a full virtual body that responds not just to the player's real-world input but also to obstructions in the game world. In ''Boneworks'', players take on the role of Arthur Ford, a rogue cybersecurity director who escapes into an unfinished simulated universe, battling through surreal architecture and mysterious scenes with a variety of experimental physics-based weaponry. Gameplay ''Boneworks'' uses physics on almost every aspect of the game. All objects in the world can be interacted with by the player, taking into account the object's size, weight and material. Small objects like cups or hammers can be easily picked up one-handed while larger objects like crates or barrels take more effort to be moved. Stationary objects, like railings or mesh fences can be climbed instea ...
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