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Graphics Software

Five Steps to Adding Physics-Based Realism 11

Lisa writes: "Colliding billiard balls. Missile trajectories. Cornering dynamics in speeding cars. If these type of actions are expressed in computer software, applying physics-based models can greatly enhance the level of realism. David M. Bourg offers five steps towards doing just that in this LinuxDev Center article."
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Five Steps to Adding Physics-Based Realism

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  • Physics in movies (Score:2, Insightful)

    by Doppler00 ( 534739 )
    What about the physics in movies such as Final Fantasy? The character detail was very well done, but the physics of their motions and mouth movements were terrible. I think that more attention needs to be put into making the physics more organic than increasing the polygon count.
  • Crud! Why couldn't this book have come out 5 years ago when I was actually doing game development? Oh well, at least Chris Hecker's physics articles in Game Developer [gdmag.com] came at the right time.

    BTW, if anyone happens to see a Simpsons Bowling [newspringfield.com] arcade machine in the Chicago area, let me know where. I'd love to see if my physics model made it into the final production.

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