Please create an account to participate in the Slashdot moderation system

 



Forgot your password?
typodupeerror
×
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."
This discussion has been archived. No new comments can be posted.

Five Steps to Adding Physics-Based Realism

Comments Filter:
  • 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.

Reality must take precedence over public relations, for Mother Nature cannot be fooled. -- R.P. Feynman

Working...