Re: OK, I went dual core
- From: "Magnulus" <Magnulus@xxxxxxxxxxxxx>
- Date: Tue, 29 Nov 2005 07:51:30 -0500
http://www.havok.com/content/view/187/77/
"What is the difference between Game-Play Physics and Effects Physics?
Game-Play Physics affect how a game is played from moment-to-moment, and is
generally computed on a computer's central processing unit (CPU). Physical
changes that you cause in the game or that happen to you or around you- like
knocking over a box, and then climbing up on it - change what you may want
to do in each instant of game play. As a result, game-play physics share an
intimate link with the core of a game's engine; including the game's logic
or AI, and even with the game's audio systems. This close relationship
continues to grow as physics is used for an ever broadening array of
game-play techniques - from detecting objects that move into a game
character's range of vision - to synchronizing sound effects instantly with
physical events throughout the game. Both game-play physics and game logic
demand instant access and tolerate no detectible latency to preserve the
game-play experience. The close proximity between physics, game logic, and
memory, defines game play and generally demands that these systems execute
together on a game system's central processing unit (CPU).
Effects Physics is an emerging domain that promises to deliver an increasing
array of visually impressive effects that are based on physical principles -
but which place far fewer demands on the game's logic. Physics Effects - a
close cousin to visual effects now computed on GPUs - add to the visual
complexity of a game and help increase a player's immersive experience. As
visual phenomena, physics effects need to be convincingly real but do not
profoundly affect game play. They can merely fill in the player's view of
the game, creating a richer, more convincing environment- but may not affect
the choices a player can make from moment-to-moment.
The loose coupling between Effects Physics and the rest of the game opens
the door to using the GPU to accelerate computation. Havok FX will target
the domain of Effects Physics, and will embrace the momentum and technology
behind GPU hardware, as a means of delivering the next level of visual
effects in games in a practical and sustainable way."
A clear admission that Havok FX will do nothing for gameplay relevent
physics. Therefore, Havok FX cannot be used to accelerate the sort of
physics used in simulations, nor will it bring seamless realism to game
worlds. It's nothing revolutionary, unless you considered the same pixel
shaded water we've seen since Morrowind revolutionary.
.
- References:
- OK, I went dual core
- From: Magnulus
- Re: OK, I went dual core
- From: John Lewis
- Re: OK, I went dual core
- From: Magnulus
- Re: OK, I went dual core
- From: John Lewis
- Re: OK, I went dual core
- From: Magnulus
- Re: OK, I went dual core
- From: John Lewis
- OK, I went dual core
- Prev by Date: Re: What the *** COD 2 !!!!!
- Next by Date: Re: OK, I went dual core
- Previous by thread: Re: OK, I went dual core
- Next by thread: Re: OK, I went dual core
- Index(es):