New Impressive Physics Engine Demo
<div class="IPBDescription">Take a look</div><!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->A column of dirt slamming down onto some steps. A sheet of fabric slipping off a sphere. Some water sloshing against a wall. In the real world: pretty unremarkable physics. When produced with the Lagoa Multiphysics engine: jaw-droppingly amazing physics.<!--QuoteEnd--></div><!--QuoteEEnd-->
<a href="http://gizmodo.com/5591613/incredible-physics-engine-yields-some-seriously-jaw+dropping-dirt" target="_blank">http://gizmodo.com/5591613/incredible-phys...w+dropping-dirt</a>
<a href="http://gizmodo.com/5591613/incredible-physics-engine-yields-some-seriously-jaw+dropping-dirt" target="_blank">http://gizmodo.com/5591613/incredible-phys...w+dropping-dirt</a>
Comments
although if games had this kind of physices, i'd be buying a physics card :)
the dirt, looks real :O
Maybe if they make a game based around throwing strangely frictionless dirt clods at steps perhaps.
Immensely complex physics is not terribly useful in games, most environmental effects can and should be prerendered because it gives good looks with vastly increased performance, and the performance can be spent on something like more enemies.
Unless your game is built around physics novelties, the ability to simulate throwing crates around and driving cars is about all the physics you need.
This particular implementation is probably far off... GoldSrc to Source took quite a while, and Source sure ain't perfect.
4 years? Maybe 8 at most?
Well, maybe 12...
<img src="http://static.gamesradar.com/images/mb/GamesRadar/us/Features/2008/10/Farticle/Castle%20Crashers%20bear--article_image.jpg" border="0" class="linked-image" />