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Game Physics
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 withi ...
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Physics
Physics is the natural science that studies matter, its 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." Physics is one of the most fundamental scientific disciplines, with its main goal being to understand how the universe behaves. "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 physic ...
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Muscle
Skeletal muscles (commonly referred to as muscles) are organs of the vertebrate muscular system and typically are attached by tendons to bones of a skeleton. The muscle cells of skeletal muscles are much longer than in the other types of muscle tissue, and are often known as muscle fibers. The muscle tissue of a skeletal muscle is striated – having a striped appearance due to the arrangement of the sarcomeres. Skeletal muscles are voluntary muscles under the control of the somatic nervous system. The other types of muscle are cardiac muscle which is also striated and smooth muscle which is non-striated; both of these types of muscle tissue are classified as involuntary, or, under the control of the autonomic nervous system. A skeletal muscle contains multiple fascicles – bundles of muscle fibers. Each individual fiber, and each muscle is surrounded by a type of connective tissue layer of fascia. Muscle fibers are formed from the fusion of developmental myoblasts ...
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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, the simulation would take 10 minutes 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 simulator are available on the market like xPC Target and RT-LAB for mechatronic systems and using Simulink, eFPGASIM and eDRIVESIM for power electronic simulation and eMEGASIM, HYPERSIM and RTDS for power grid real-time (RTS) simulatio ...
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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. 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. Universal Entertainment's ''Space Panic'', released for the arcades in 1980, is a precursor to later puzzle-platform games such as Apple Panic (1981), ''Lode Runner'' (1983), ''Door Door'' (1983), and ''Doki Doki Penguin Land'' (1985). ''Blockbuster'', by Alan Griesemer and Stephen Bradshaw (Atari 8-bit, 1981), is a computerized version of the Rubik's Cube puzzle. ''Snark Hunt'' (Atari 8-bit, 1982) is a single-player game of logical deduction, ...
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Physics Engine
A physics engine is computer software that provides an approximate simulation of certain physical systems, such as rigid body dynamics (including collision detection), soft body dynamics, and fluid dynamics, 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 accuracy to compute in time for the game to respond ...
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Drag Coefficient
In fluid dynamics, the drag coefficient (commonly denoted as: c_\mathrm, c_x or c_) is a dimensionless quantity that is used to quantify the drag or resistance of an object in a fluid environment, such as air or water. It is used in the drag equation in which a lower drag coefficient indicates the object will have less aerodynamic or hydrodynamic drag. The drag coefficient is always associated with a particular surface area. The drag coefficient of any object comprises the effects of the two basic contributors to fluid dynamic drag: skin friction and form drag. The drag coefficient of a lifting airfoil or hydrofoil also includes the effects of lift-induced drag. The drag coefficient of a complete structure such as an aircraft also includes the effects of interference drag. Definition The drag coefficient c_\mathrm d is defined as c_\mathrm d = \dfrac where: * F_\mathrm d is the drag force, which is by definition the force component in the direction of the flow velo ...
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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 Microsoft 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 gam ...
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Continuous Collision Detection
Collision detection is the computational problem of detecting the intersection (Euclidean geometry), intersection of two or more objects. Collision detection is a classic issue of computational geometry and has applications in various computing fields, primarily in computer graphics, computer games, computer simulations, robotics and computational physics. Collision detection algorithms can be divided into operating on 2D and 3D objects. Overview In physical simulation, experiments such as playing billiards, are conducted. The physics of bouncing billiard balls are well understood, under the umbrella of rigid body motion and elastic collisions. An initial description of the situation would be given, with a very precise physical description of the billiard table and balls, as well as initial positions of all the balls. Given a force applied to the cue ball (probably resulting from a player hitting the ball with their cue stick), we want to calculate the trajectories, precise ...
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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 by Valve Corporation, Valve. It was published by Valve through its distribution service Steam (service), Steam. Like the original ''Half-Life (video game), Half-Life'' (1998), ''Half-Life 2'' combines shooting, puzzles, and storytelling, and adds features such as vehicles and physics-based gameplay. Players control Gordon Freeman as he joins a resistance movement to liberate the Earth from the control of an alien empire, the Combine (Half-Life), Combine. ''Half-Life 2'' was created using Valve's Source (game engine), Source engine, which was developed at the same time. Development lasted five years and cost million. Valve's president, Gabe Newell, set his team the goal of redefining the first-person shooter genre. They integrated the Havok physics engine, which simulates real-world physics, to reinforce the player's sense of presence and create new gameplay, and developed the characterization, with more detailed charac ...
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Boneworks
''Boneworks'' (stylized as BONEWORKS) is a 2019 first person shooter VR game developed and published by Stress Level Zero. The game is designed to be entirely physics-based, with the player having 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 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 simulation 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 inst ...
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