Part
Two: Gameplay
Applications of Physics
Except for games
where physics provide the main gameplay mechanism, physics has
been essentially used in games for cosmetic purposes. Even today very
few games use physics to improve their gameplay. The reason for this
is simple. Mass-market games like action games are already very
demanding in terms of computing power and we have seen that physics
is especially demanding in that area, and strongly impacts other
parameters such as real-time display.
Today, a more
intensive use of physics is conceivable, regardless of the kind of
game -- but for what purpose?
In my opinion, there
are four groups of application:
-
To give the player
new ways to handle the challenges he or she will face in the game
-
To create
mobile game environments
-
To develop powerful
learning mechanisms
-
To allow the player
to build his own tools
Providing the gamer with new tools
For most games,
the idea behind the gameplay is: 1) offer the gamer a challenge to
overcome, such as defeating a group of enemies and 2) provide him or
her with tools to succeed: weapons, animations, background elements
etc. The gamer's objective is to learn how to master such tools and
use them wisely to overcome the challenge.
From this
perspective, any new "tool" that is offered to the gamer
should enable him or her to achieve this objective. The same is true
for physics. If it does not provide new ways for the gamer to
overcome the challenge, it is completely useless from the gameplay
perspective.
This tough reality
should always be taken into account, for the use of physics remains
highly demanding in terms of resources and implies significant
decisions at the beginning of the project. Let's now look at a few
ways to really take advantage of physics to improve gameplay.
Action games
represent a major genre, so let's look at the possible uses of
physics in action gameplay. In this kind of game, the gameplay lies
essentially on the challenges of combat and movement. Physics should
therefore provide the gamer with new tools to respond to the
following problems:
When the
gamer's purpose is understood, numerous practical applications come
to mind:
-
The destruction
of background elements enables the gamer to reach an opponent from
an advantageous point, gain protection by building a cover, open new
paths or on the contrary, close existing paths.
-
Fluid
management offers a totally new scope. Fluids may be either liquid
or gaseous. They allow the player to light up a fire or let the wind
blow it in right direction. The smoke generated by the player's
actions may impair his opponents' vision, thus offering new tactical
opportunities. A moving or expanding liquid may drastically affects
the physics of the other bodies: certain bodies will sink, while
other will float to the surface. Filling up or, on the contrary,
emptying an area may also drastically change the combat and movement
conditions and provide a totally new gameplay in an area previously
already exploited. A moving fluid may also serve to carry an odor,
thus widening the means of detection available for the gamer… and
his or her opponents.
Non-static game environments
Today, almost all
game levels are totally static. It is the opponents that animate
them. Let's imagine games where the game
environment itself is the opponent, or at least provides changing
conditions. Physics allows for changing environments, with all the
consequences: falling objects, loss of balance, objects more or less
difficult to move according to the slope, etc.
Imagine an action
game that takes place on a sinking ship. Compartments fill with water
and change the movement of characters by blocking certain
passageways, but also by putting out fires. The angle of the hull
itself changes. Large objects can slide along the decks and be used
as obstacles or even weapons. The complete change of the ship's
angle, such as a turn around or passage to vertical, could lead to a
drastic change of the circulation in the hull.
Other situations are
imaginable: Fire, earthquake, tidal wave, bombing, sea storm, changes
in gravity or space pressurization etc.
It is in fact what
we did with CTF-Tornado.
The tornado behaves as the "third team", by helping or
putting at a disadvantage one of the two sides. The tornado
changes the circulation in the map by blocking or opening numerous
passageways. Its simple presence prevents the gamers from taking the
shortest passageways. It also changes the defense conditions of the
map by tearing off pieces of walls or roofs. It can even sidetrack
gamers' projectiles!
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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.