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Information About

Physics Engine





DESCRIPTION


There are generally two types 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. In video games, or other forms of interactive computing, the physics engine will have to simplify its calculations and lower their accuracy so that they can be performed in time for the game to respond at an appropriate rate for gameplay. This is referred to as real-time physics. Computer Game s (especially racing games) use physics engines to ensure realism. Recently, there has been increased interest in the reality of the physics engines in games. This may be the result of advancing processor speeds, allowing the game developer to use realistic physics to add a new level of game play while still creating a stunning graphical environment, along with increasing expectations of consumers.

Physics based character animation in the past only used Rigid Body Dynamics because they are faster and easier to calculate, but modern games and movies are starting to use soft body physics now that it is possible. Soft body physics are also used for particle effects, liquids and cloth.


PHYSICS PROCESSING UNIT (PPU)


February 2006 sees the planned release of the first Physics Processing Unit , which functions like a graphics card, taking the weight of physics processing off the CPU .


SEE ALSO



Real-time physics engines




EXTERNAL LINKS


Racing physics: