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Game Physics
Mudbill Offline
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Posts: 3,881
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Joined: Apr 2013
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#6
RE: Game Physics

Here's a Wikipedia page about it, if you wanna read some.

It states:
"Another unusual aspect of precision in discrete collision detection involves the framerate, or the number of moments in time per second when physics is calculated. Each frame is treated as separate from all other frames, and the space between frames is not calculated. A low framerate and a small fast-moving object causes a situation where the object does not move smoothly through space but instead seems to teleport from one point in space to the next as each frame is calculated. Projectiles moving at sufficiently high speeds will miss targets, if the target is small enough to fit in the gap between the calculated frames of the fast moving projectile."

This could be what's used for HPL's physics engine.

(This post was last modified: 02-11-2014, 03:38 PM by Mudbill.)
02-11-2014, 03:37 PM
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Messages In This Thread
Game Physics - by DreamScripters - 02-11-2014, 03:23 AM
RE: Game Physics - by Daemian - 02-11-2014, 04:22 AM
RE: Game Physics - by DreamScripters - 02-11-2014, 05:17 AM
RE: Game Physics - by Mudbill - 02-11-2014, 10:04 AM
RE: Game Physics - by Adrianis - 02-11-2014, 03:18 PM
RE: Game Physics - by Mudbill - 02-11-2014, 03:37 PM
RE: Game Physics - by GrAVit - 02-12-2014, 09:44 AM
RE: Game Physics - by Daemian - 02-12-2014, 10:26 AM



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