Physics also makes more
work for the CPU outside of the physics in itself
-
The use of
physics in one level makes the pathfinding
far more complex. In fact, it must adapt on-the-fly to a changing
environment. If a large block falls down in the middle of a road,
the artificial intelligence of the game must take it into account,
so that the NPCs controlled by the AI move around the object or use
it for cover.
-
The
lights and the shadows must be dynamic. If objects move or walls are
destroyed, pre-calculated shadows or lights cannot be used. Thus,
the use of dynamic lighting becomes essential. This can be avoided
by choosing environments with little contrast, but the graphical
quality of the map suffers.
The challenge posed in
multiplayer gaming
The use of physics
in a multiplayer game offers very interesting perspectives from the
gameplay point of view, as the gamer can
then modify the topology to his or her advantage. However, when
compared to a single player game, the multiplayer game offers
additional constraints as well: the available bandwidth for sessions
played on the internet, and the latency. The challenge is to
synchronize the events that have a direct impact of the gameplay on
all machines.
Until now, in most games, only the position of the
gamers and their projectiles had to be synchronized. If physics is to
have an impact on gameplay, all physics events should be synchronized
as well: physical objects, clouds of particles that are likely to
block the view, damage zones etc.
Unfortunately, this
constraint is largely independent of the computing power of the game
machine, but several solutions enable the use of physics in a
multiplayer session. The strategy to follow is to have a physics
implementation whose impact is focused on the client machines and
which requires little synchronization. Thus, the number of large
objects that have an impact on the gameplay should be limited, as
they have to be synchronized on all machines.
On the other hand, a
cloud made up of particles or small objects does not require perfect
synchronization on all machines. Synchronizing the position of the
cloud and its possible damage volume would suffice. Thus, if
synchronizing the effects of the fall of a watchtower is desired,
what should be synchronized on all machines is the damage volume
associated with the fall of debris and not the debris itself, of
which there is far too much. Physics locally manages the collisions
between debris.
The level design should take this constraint into
account from the very beginning by allowing that a maximum number of
physical effects should be managed locally, and by providing a
"budget" of objects to synchronize.
The incompatibility
between the scripted dimension of certain games and the chaotic
nature of physics
All games that offer
a single experience aim to provide the
gamer with the best sensations. For game development cost reasons,
such games offer a linear level design, thus ensuring that the gamer
takes advantage of the projected special effects, cutscenes and
scripted combat situations. The linear level design also allows
controlling the rhythm of the game. If the gamer starts to roam in a
place where nothing interesting happens, they might get bored.
Of
course there are many exceptions that offer open game environments
such as most of the RPGs or certain action games that take place
outdoors, such as Far Cry,
but the majority of action/adventure games provide linear or
semi-linear architecture.
In such a context,
the use of physics may lead to situations that are unpredicted by the
level designer. This is called emergent gameplay.
This type of
gameplay is usually welcome, but the use of physics provides for the
possibility to change the topology of a level and therefore create
situations like blocked movements, disturbance of the characters' AI
or disappearance of key items for the script. These kinds of problems
may also occur in the multiplayer maps.
Thus, in CTF-Tornado
we quickly became aware that the movement of large objects by the
tornado or gamers could block the access to the bases and therefore
prevent them from getting back or laying down the captured flags.
This option had to be offered, as it opens new tactical
possibilities, but care had to be taken not to block play on the map.
Consequently, various solutions were developed: the number of access
paths was increased and we offered gamers the opportunity to get rid
of the possible obstacles themselves by using the Impact Hammer, one
of the Unreal Tournament 3
weapons that provide a repelling effect.
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The Havok engine has the option HavokFX which is accelerated by the GPU.
Excellent article.
HavokFX is pretty much a one-way street, like the name implies its about effect physics.
You can't have any meaningful gameplay physics running on the GPU, so in the context of this article it's not really interesting.