What is perfect physics?
What is perfect physics?
FPS games are all about the feel of the game. Different games from different makers have a different feel. What I'm wondering about is that are the physics a personal preference or a wide standart? Can there be such a game that has "the perfect physics" that all other games should be based on for the years to come? Wouldn't that make it a lot easier to play different games if they have the same perfect feel to each of them and one can use their skill and insitincts to the max in every game without having to adapt?
Object physics in HL2 are as good as you gonna get for some time.
From a game standpoint, I think they are pretty much perfect. Have you tried Garry's Mod for HL2? People have made different types of contraptions, their own rigged vehicles and other stuff like rube goldberg machines. All done within the games physics system, pretty kick ass.

Depends. When are physics perfect? When they are exactly like they would be in real life or when they would allow you to make all kinds of weird jumps a la Q3's trickjumping? I don't think one is better than the other in general. I do think that the latter is better for games like Q3 and the first is better for games like Call of Duty.
I don't think perfect physics exist. It's just what's best suitable for each individual game.
I don't think perfect physics exist. It's just what's best suitable for each individual game.
'Physics' might be too much of a 'catch-all' here. Sure, the physics operative in the game world matters a helluva a lot...but player-character interface is at least as important (i.e., how 'connected' your character's actions are to keystrokes/mouse movements; how easily you can gain proficiency in making this interface do <i>exactly</i> what you want in terms of your character's actions). For instance, Quake, q2, and Q3 have different 'feels' physics-wise, but all of them make you feel very connected to the world and the action (for example, compared to UT, or AvP....both of which feel less smooth and less precise in the interface department).
Obviously these things are connected, but they are still distinct.
Obviously these things are connected, but they are still distinct.
- Mat Linnett
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Indeed, physics can mean more than one thing in the case of a game. The object physics in HL2 are cool, but its not really realistic (bodies get thrown around for miles). What people need to keep in mind is that the interface is a keyboard and a mouse. That means that you can't make it too complex, or else the controls wont work out.
What you have to remember is that its a -game- you shouldnt focus on trying to make it realistic.. you should focus on making it work! If you're making a cinematic singleplayer style game, you don't need good gameplay. All you need is good storytelling and surroundings and such. But if you go for multiplayer game you should leave out as much trinkets as possible. If the base gameplay is good (movement/weapon balance) then you are set for a good multiplayer experience, you don't even need lots of game modes...
What you have to remember is that its a -game- you shouldnt focus on trying to make it realistic.. you should focus on making it work! If you're making a cinematic singleplayer style game, you don't need good gameplay. All you need is good storytelling and surroundings and such. But if you go for multiplayer game you should leave out as much trinkets as possible. If the base gameplay is good (movement/weapon balance) then you are set for a good multiplayer experience, you don't even need lots of game modes...
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Its not perfect.dzjepp wrote:Object physics in HL2 are as good as you gonna get for some time.From a game standpoint, I think they are pretty much perfect. Have you tried Garry's Mod for HL2? People have made different types of contraptions, their own rigged vehicles and other stuff like rube goldberg machines. All done within the games physics system, pretty kick ass.
There are mass discrepancies between peoples machines while playing multiplayer, a body can be on a bridge on one computer, on another the body has fallen over the edge. The physics is client side calculated. Then theres the times that you get a body hanging from an edge by its toe, hand, or head, when its physically not possible to do so.
Bodies are affected by explosions and shots, but you cant bump into them, you walk through them. Its also possible to have a body blown by a grenade to come at you, through you and be lying on the ground behind you and nothing.
And then theres the barrels with their mysterious force which traps you and pushes you out of the way.
And lo and betide you if you jump on the bench at T spawn in cs_compound, you get trapped in it and cant even jump your way out of it.