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Table of contents
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Table of contents

0:00
Старт
0:21
Физика в играх, вступление
2:05
Space War, Pong, Asteroids - физика в первых играх
3:18
Игры с шариками
4:21
Симуляторы пинбола
5:35
Артиллерийские игры - Scorched Games, Worms, Angry Birds
9:43
Приложения с моделированием физики
10:51
The Incredible Machine
13:09
Что больше всего впечатлило?
14:41
Первые авиасимуляторы
16:27
Автосимуляторы
19:06
Что может рассчитываться в автосимуляторе?
22:06
Sega Rally
25:00
Игры с упором на реализм
26:25
Tresspasser
29:23
Выводы
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Video tags

физика
игры
old-games.ru
podcast
подкаст
передача
шоу
virgil
dimouse
старые игры
законы ньютона
newton
show
physics
simulation
racing
flight sims
boxes
asteroids
lunar lander
spacewar
pinballs
trespasser
sega rally
dirt 3
dcs
incredible machine
contraption maker
worms
artillery
артиллерия
gorilla.bas
ретроспектива
обзор
interactive physics
cad
x motor racing
scorched earth
angry birds
Subtitles
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Subtitles

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  • ruRussian
Download
00:00:01
We welcome everyone, dear viewers and
00:00:03
listeners on the air of podcast games.ru
00:00:06
episode number 44 and with you its host,
00:00:10
Lidi Mas, having moved away somewhat from live
00:00:15
communication with you, we decided to record a new
00:00:17
episode on one of the topics that we
00:00:19
mentioned, namely physics in In games, we are already
00:00:22
accustomed to the fact that virtual worlds
00:00:24
live according to the real laws of physics. Well, or at
00:00:26
least they are trying to do this.
00:00:28
In any modern day, you
00:00:30
can see it at work, cause
00:00:32
some kind of accident, cause an explosion, throw
00:00:35
some kind of debris across the screen that will
00:00:37
live its own life of course, often It
00:00:39
has a purely cosmetic application, but
00:00:41
physics can be used not only
00:00:43
to create a heightened effect of beauty or
00:00:46
realism, but also to create new
00:00:48
game mechanics, you
00:00:50
don’t have to look far for examples, there are games like the
00:00:54
Gish portal and many others, and it
00:00:57
can manifest itself not only in terms of ballistics and
00:00:58
gravity friction of a liquid or gas
00:01:02
change in the state of matter destruction of
00:01:04
objects behavior
00:01:12
Mnukhin and other things That is,
00:01:16
today we would like to discuss such a
00:01:19
phenomenon as Physics in games
00:01:20
talk about it in general, of course, you
00:01:22
can talk about it for a very long time even with
00:01:24
examples like that introduce games into some of
00:01:26
your projects, but that’s not the point of our
00:01:28
program; we’d like to provide
00:01:30
some more general information. Yes, give
00:01:33
guidelines, give examples for thought and
00:01:37
discussion, and actually show how this
00:01:39
applies to games. Well, okay,
00:01:41
then let’s start with history Yes, this is a rather
00:01:45
interesting topic because in those days
00:01:48
when computer games were just beginning
00:01:51
to be created, many developers appeared
00:01:55
at the same time as
00:01:58
Emrah, so they also
00:02:01
had games like this, some kind of modeling
00:02:04
was supposed even if we take Here is the first
00:02:06
arcade game Space War Space War Two
00:02:10
ships fought around the planet at the
00:02:13
same time they simulated the force of gravity
00:02:15
which influenced the trajectory of the projectiles
00:02:18
control of the boats themselves which was
00:02:20
quite serious at that time if
00:02:23
the fate is that this is the first game in general in the
00:02:24
year sixty-two it was first
00:02:26
created and then it was just
00:02:27
ported tomatoes in short the story is
00:02:30
quite long Well then it appeared pon where is
00:02:33
some kind of attempt to simulate real
00:02:36
rackets? Let's say with which they are played. Yes,
00:02:40
what is there to correctly calculate the angle of how
00:02:42
they fly off; the formulas are again simple, but this is an
00:02:45
example of the fact that this
00:02:46
was really already some kind of modeling. Then
00:02:49
take the same asteroids there, not only of
00:02:53
the ship had inertia, but the asteroids also
00:02:56
scattered from the shots quite well.
00:03:00
Well, let’s put it this way plausibly, but the sun is
00:03:02
also some semblance of a
00:03:05
dynamic movement model, let’s remember the games where the
00:03:10
ball rolls on the surface such as
00:03:13
marb and other followers and
00:03:17
clones there are games about balance and which
00:03:21
we are talking about by the way in my opinion, they said: Yes, it’s
00:03:24
even quite
00:03:26
plausible
00:03:28
that a ball interacts with a surface in some
00:03:31
games and bounce, that is, they bounce
00:03:33
off the surface from the walls, and so on,
00:03:35
all sorts of surfaces, and so on,
00:03:38
friction, which also deserves interest,
00:03:42
or let’s remember games like lunar lender, also
00:03:46
alone from the first games where it was necessary to
00:03:48
land modules on the moon with also a fairly
00:03:53
plausible calculation of fuel and,
00:03:56
accordingly, the traction force with which
00:03:59
you need to land correctly so as not to
00:04:01
crash and not to crash Yes, and so that the
00:04:04
fuel does not run out yet, the fuel does not run out, despite the fact
00:04:06
that there is Gravity on this planet
00:04:08
Yes yes yes Gravity can be Well,
00:04:11
of course, there are a lot of followers,
00:04:13
including three-dimensional
00:04:15
options. What other examples can you
00:04:17
give of the need for a physical
00:04:20
engine, for example, the same electronic pinball,
00:04:23
that is,
00:04:24
converting real-life
00:04:26
mechanical NBOs into electronic form,
00:04:29
they were even in the form of slot machines? Well, I
00:04:32
mean, on the screen, well there, in principle,
00:04:35
too. This is one of the examples of games that
00:04:39
simulate, well, the usual Newtonian
00:04:42
classical mechanics, that is,
00:04:44
Newton’s laws. Yes, everything starts the same there.
00:04:47
That is, you set the force with which
00:04:49
the hammer or what to call it hits the
00:04:51
ball Yes, elastic
00:04:58
collisions there are some kind of impact there- then the calls
00:05:01
could be gates I think that there
00:05:04
probably on the table there may be different
00:05:06
densities of material used Well, in
00:05:08
these elements so that there is how to
00:05:11
say less definite the result
00:05:13
is given in electronic versions I think that
00:05:15
everything there is quite simple and the number
00:05:19
means different equations for which
00:05:22
all this is calculated not so much
00:05:24
quite popular when Osta
00:05:31
or another also very popular genre
00:05:34
is the so-called artillery games
00:05:36
as they can be called, that
00:05:38
is, known to all of us, mentioned many times by us
00:05:42
and its followers, in
00:05:45
particular the game that was in the early
00:05:49
nineties very
00:05:51
popular and so on, no matter what, there
00:05:58
was something before that, no, there were
00:06:01
games before that, I watched some from the
00:06:04
seventies, even yes, well, the gist of it is that you
00:06:07
need to set
00:06:09
the speed and
00:06:12
direction of the shot from some kind of gun and then it flies
00:06:15
along, well, it could be a two-dimensional or
00:06:18
three-dimensional map to some point Well, the
00:06:21
goal is to hit. At the same time, additional conditions can be made
00:06:24
to the trajectory of the flight,
00:06:27
wind speed
00:06:30
accordingly Yes, Gravity also affects
00:06:33
because there the projectile flies in a parabola, this
00:06:36
projectile must also be taken into account Yes, well, in
00:06:39
principle, there are not many possibilities here,
00:06:40
in fact, in the very first games, the
00:06:42
main parameters were already there,
00:06:47
everything was already provided for
00:06:49
Gravity That's how you say
00:06:51
wind power, different projectiles Yes, it’s a shame,
00:06:54
but the projectile if different somehow
00:06:56
introduce well, plus they would be interested in a
00:07:00
destructible landscape according to physical or
00:07:02
non-physical laws. I don’t know, but
00:07:04
this is a characteristic feature. When the
00:07:06
sun appeared, it really became.
00:07:09
Many people think it’s. Well, what is it
00:07:11
just a Clone? Yes, even from the point of
00:07:14
view of physics, it became quite Well, some kind of
00:07:17
breakthrough because there it was already possible
00:07:20
to deform not just with shells but with the
00:07:23
worms themselves, in principle, it seems that this is
00:07:26
nonsense in fact, it is
00:07:28
actually more possible for and,
00:07:31
accordingly, difficulties for the creator
00:07:34
Well, and the culmination of this idea, of course,
00:07:36
is the bir series, which bypassed everyone
00:07:39
in terms of earnings level Well, the culmination in
00:07:42
financial terms Well, naturally, that is,
00:07:45
just an example of such a physical game where
00:07:47
on one side we have two parts,
00:07:48
on the one hand there is a
00:07:50
strategic part, yes, that is, we need to understand
00:07:52
Where to shoot, try to predict How
00:07:55
these slabs will fall there so that
00:07:56
accordingly crush all the pigs there
00:07:59
and not crush the eggs. Well, the point is that
00:08:01
due to the fact that there is literally a movement one
00:08:03
pixel to the left to a pixel to the right, it changes the
00:08:06
flight path and, accordingly, there
00:08:08
may also be an angle. Yes, it is important at
00:08:10
what angle this bird flies to these slabs and
00:08:13
there are different types of
00:08:15
surface materials, then here it’s like there’s a game
00:08:17
that is purely for randomness, designed
00:08:20
because well, you can predict. It’s
00:08:22
only there, for a certain amount of
00:08:24
time, how
00:08:27
your projectile, your bird, or something else,
00:08:30
here I must say that there is two types of
00:08:33
such ballistic games in which
00:08:37
you, as it were, make holes in some ground with explosions
00:08:41
and in which you
00:08:45
upset the balance of some blocks,
00:08:48
for example, yes, from the point of view of physics,
00:08:51
probably the second type is interesting, but it also
00:08:53
requires more Rav. Therefore, I think that
00:08:56
in
00:08:58
and it was quite difficult to implement such
00:09:01
games, maybe they didn’t think of it, I don’t know the first
00:09:03
games from this topic. I saw them on flash,
00:09:06
they were also in the middle of 2 somewhere, they were made, they were
00:09:08
unsightly, they were 10 years earlier.
00:09:10
It seems to me that these are the first attempts to be the
00:09:14
first to do something like this these were
00:09:16
the series of Incredible machines No, well, if we are
00:09:19
talking about these artillery
00:09:21
games, then there were also games like
00:09:23
barbu, they were called there about the siege of a castle, so to
00:09:28
speak, they have not advanced in their
00:09:30
physical calculations, I don’t know why I have
00:09:32
n’t seen them in action, I should have also
00:09:34
organize a siege and shoot at someone else’s
00:09:37
castle Well, of course, the development of such
00:09:41
physics engines has always been going on, solutions have
00:09:44
been around for quite a long time, but few
00:09:46
people know about them because they were not particularly
00:09:49
used in games and in general there were such
00:09:52
specialized applications for
00:09:55
engineers, these are some applications for
00:09:58
calculation of mechanical effects, here is the
00:10:02
resistance of materials, and so on, and
00:10:04
physics simulator programs here it is worth
00:10:07
remembering, for example, the program for the
00:10:10
Macintosh plus interactive physics, which
00:10:13
appeared in the eighteenth year there, in fact, it was a
00:10:18
space for laboratory work in
00:10:20
which all sorts of
00:10:21
physical experiments could be carried out in order to
00:10:23
do this somehow, experiments
00:10:26
could be carried out on a computer. Well,
00:10:29
in principle, this is correct when you can
00:10:31
somehow simulate it, you can always have more,
00:10:34
well, there may be different opportunities, you
00:10:36
will have to do something to add. Well, this
00:10:40
program is still popular to this day
00:10:43
still on sale costs about 300
00:10:45
dollars By the way, to this day, of course,
00:10:48
it’s already under Windows I think that it’s not the
00:10:50
only such program, of course, not
00:10:52
the only one, just one
00:10:54
whose description I came across, I
00:11:00
wish I had cha vows Well, it’s true that they
00:11:02
interacted with themselves strictly according to the
00:11:04
rules, that is, there were no so what
00:11:06
kind of sandbox Yes, and the boards fall into the balls and
00:11:09
start to go crazy there, everything was
00:11:12
clearly defined no In fact, this is also the
00:11:14
first example of such a sandbox
00:11:17
because the problem could be solved in very
00:11:19
different ways, not even the same ones
00:11:21
that were
00:11:27
provided for, there were quite a lot of how to
00:11:30
say degrees freedom along which they
00:11:34
can move, that is, quite
00:11:37
realistic rebound and so on, it
00:11:39
was also possible, plus or minus, to
00:11:41
move some kind of basketball to the side
00:11:44
by literally a few pixels
00:11:47
and the result changed dramatically.
00:11:51
That is, as an example of the kind of physics that
00:11:53
Well rather not for a real demonstration of
00:11:56
some kind of physical phenomena Yes, but for
00:11:58
such simple and advanced it is a very
00:12:01
demonstrative game and there was quite a lot of it
00:12:04
and, well, some kind of fiery steam
00:12:07
things there Yes And the further the series went, the
00:12:11
more there were some
00:12:13
interesting things And by the way, recently
00:12:16
a continuation Well, not a continuation, as it were, a
00:12:19
remake from the
00:12:23
original authors. Although there was another
00:12:25
physics game called czy koto, from the
00:12:28
point of view of the use of physics in it,
00:12:30
it was like already Of course, it was at a much
00:12:33
higher level because there
00:12:35
an engine was used and even a
00:12:37
physical accelerator, the possibility of Federal Law X,
00:12:40
somewhere in the middle, it was 2004, but
00:12:44
we’ll tell you about that later. Yes, how we,
00:13:00
as
00:13:02
objects,
00:13:03
interact with the force of gravity in
00:13:07
outer
00:13:08
space. Of course, we must remember
00:13:11
everyone’s favorite elite, if we speak
00:13:13
like we do in at the beginning, so to speak, you tried to
00:13:16
ask me that it’s not what I
00:13:17
remember most, but what
00:13:19
impressed me most. Yes, at one time in this regard,
00:13:22
it’s probably, of course, the Elite who are
00:13:24
there simulating the behavior of a
00:13:27
spaceship right up to the
00:13:29
space station. I think there’s no
00:13:32
special physics there no there just ordinary
00:13:34
Celestial mechanics, that is, Gravity and
00:13:37
acceleration, how are they dynamics, yes, yes, but there are
00:13:41
no special interactions there
00:13:43
Because if you collide with something,
00:13:44
then, accordingly, everything is death, in this
00:13:47
sense, no, but this is quite indicative in
00:13:49
general, as if probably The point is that
00:13:51
Space has this effect on me. Therefore, I didn’t get the
00:13:57
whole impression, although
00:14:00
everything is much more complicated there, if
00:14:03
you remember the aerodynamics, then so far,
00:14:07
as we talked about in one of the
00:14:08
episodes about civil simulators, the
00:14:11
behavior models still don’t really
00:14:15
describe
00:14:17
reality very plausibly. The big question itself because
00:14:20
this is necessary lyuchi Well, we were talking sm
00:14:23
who is a chick and say this, the
00:14:30
situation is with the vert simulation
00:14:33
as far as I remember But this needs to be
00:14:35
watched Our episode we
00:14:37
talked a lot about I don’t know Here else Is it possible to
00:14:39
add something else Well, you can add
00:14:42
that yes It all started in the first year when the
00:14:45
S simulator from the company appeared, which
00:14:49
then grew into the long-playing
00:14:57
Microsoft series, there were practically no objects.
00:14:59
Naturally, somehow it
00:15:07
was very simple to emulate everything. Well, naturally, over
00:15:10
the years, all this changed, the simulation
00:15:12
became more complex, that is,
00:15:14
calculations appeared there forces How
00:15:16
pressure interacts Yes, the
00:15:18
work of internal components on different parts of the aircraft
00:15:20
Well, what seems to me that
00:15:22
distinguishes these flight simulators
00:15:25
is that they can create a very complex
00:15:28
model
00:15:29
Yes, because everything else is static
00:15:32
That is, you have nothing above and
00:15:34
below there is nothing at most if you take
00:15:36
some kind of combat simulators, then there
00:15:38
may be some guns standing below,
00:15:40
tanks driving, but they drive according to completely
00:15:41
primitive laws. Yes, and
00:15:44
enemy planes. If there are, they probably
00:15:45
fly according to simplified formulas, that is,
00:15:48
in fact, you have one This is a plane
00:15:51
that can be very wrongly shown, the
00:15:54
issue of stimulation is not that there is
00:15:56
complex control or something It’s difficult to
00:15:59
describe just Oddly enough, the
00:16:01
interaction of this
00:16:03
plane moving with simple air and this is
00:16:07
still a problem Unsolved and
00:16:09
basically the airplane's behavior is being tested in these
00:16:12
turbines, as if experimentally,
00:16:15
empirically correct,
00:16:18
and by the way, an equally
00:16:22
difficult task turned out to be to implement the
00:16:24
behavior of a car on the
00:16:27
road
00:16:29
in the so-called arcade races, even
00:16:32
pseudo three-dimensional ones, everything was simple there. That is,
00:16:35
it simply moves to the left to the right along
00:16:37
the road. Oh well like how probably everyone played
00:16:40
such games, it was impossible to turn around
00:16:42
or do something like that Well, there were
00:16:44
attempts to emulate something in the sense of
00:16:46
some kind of inertia, some
00:16:48
small drifts Well, taking into account the capabilities of
00:16:50
this Well, yes, this is some kind of then simple How to
00:16:54
say Quite often in
00:16:56
computer games and not only in game
00:16:59
programs the solution to some problem is achieved by a
00:17:02
physical method, not
00:17:06
only by simplifying calculations But also by
00:17:09
deception, that is, a person sees what it is Well, it’s
00:17:13
somehow similar And how is it done to him they don’t
00:17:16
show it and maybe it doesn’t even matter,
00:17:18
but it turns out similar. And in reality, there
00:17:21
may absolutely be some simple
00:17:24
approximations that have little to do
00:17:27
with real physics. Well, on the one hand, and
00:17:29
on the other hand, it’s probably easiest
00:17:31
to make these some objects the
00:17:34
same way how this is done in reality
00:17:35
using the same methods. That is, if you
00:17:39
give an example, that is, it is unlikely that the
00:17:41
developers of the first races
00:17:43
checked that if you go in a
00:17:45
car, you will accelerate there, well, in a specific
00:17:47
car, you will accelerate there to 80 kV in
00:17:50
Cha, press the brakes and if you turn it around,
00:17:52
how long will it twist you there? They
00:17:54
did it all very roughly, well, they
00:17:56
did it so that it was interesting to play.
00:17:58
Yes, they did it so that it was interesting
00:17:59
to play, that is, physical
00:18:02
modeling. I think that it began
00:18:05
much later, already in the late nineties. No,
00:18:08
I think physical modeling
00:18:09
began when the first
00:18:11
fully three-dimensional games appeared, this was in the
00:18:14
late eighties. That is, there were
00:18:16
Formula 1 simulators or RDN from Ari
00:18:19
or Win Run
00:18:21
from where. I think they implemented all this
00:18:23
approximately as I say, that
00:18:25
is, a very
00:18:27
conventional platform called polynar
00:18:30
slot machines were very expensive,
00:18:32
which drew fully 3 graphics, that
00:18:35
is, then of course it was new
00:18:37
because at that time the games were basically
00:18:39
all 2D, but here it was full 3D and
00:18:42
fast and without textures, of course
00:18:44
some kind of realistic model of
00:18:46
behavior was needed. Although I think if you run
00:18:48
Ravin, you will see that the cars drive
00:18:51
so well I think that there was no
00:18:53
realistic model of behavior, everyone was
00:18:55
busy trying to make
00:18:59
a picture No, I think that there was a more
00:19:01
advanced simulation Although I’m not sure
00:19:04
about these games, first of all there is
00:19:06
you have four wheels, they need to somehow
00:19:08
interact with the road, that is,
00:19:11
take into account the friction force and so on, there are suspensions, there are
00:19:17
shock absorbers, it seems that these were the first games
00:19:19
where you could really, well, on
00:19:22
the bumps, somehow under and then here are some more
00:19:27
poses - then there
00:19:29
was a Testdrive like this orod and
00:19:32
the like, and these are
00:19:35
off-road racing in the middle, but there are already models there,
00:19:38
I found a list of what is generally
00:19:41
simulated in modern car simulators.
00:19:43
I’ll just tell you a little bit, that is,
00:19:46
firstly, the tires. Well, what can be done
00:19:49
in -first, where does the tire data come from,
00:19:57
or produce the data, that
00:20:00
is, and so on, then there is
00:20:04
wear simulation, there is temperature simulation, which
00:20:08
is also important. Yes, there is dynamic pressure, that
00:20:11
is, the tire can change the pressure and
00:20:13
the behavior of the car will change
00:20:15
quite a lot of parameters, then the tires
00:20:18
can resist on some in places
00:20:20
dirt can get on them, this will have an
00:20:24
impact on behavior,
00:20:27
it will give traces, too, I think that all this is
00:20:30
mainly written by marketers, I don’t think that
00:20:34
this is written by
00:20:35
marketers. Well, there are serious simulators,
00:20:38
just where it all works, which were
00:20:41
sold precisely because it
00:20:43
was all there, yes because they will write that
00:20:46
they have all of this modeled in real life, it’s like The
00:20:48
end result is, well, the
00:20:51
tires are still soft There’s probably
00:20:53
some kind of dirt there Well, depending on what you’re driving,
00:20:57
the pony will accelerate 2% slower,
00:21:01
you know If we’re talking about some kind of a
00:21:02
circuit race like there or Wait a minute on a
00:21:05
track like Formula 1 Well, it’s somehow
00:21:08
uninteresting in my opinion I
00:21:09
don’t understand the circuit race at all yes Well, I just
00:21:11
mentioned the tire yes But there are also
00:21:13
other elements of the car and in the most
00:21:16
serious simulators they try to
00:21:19
imitate almost the entire transmission diagram is there.
00:21:21
Well, of course, it doesn’t
00:21:23
necessarily have to be physically
00:21:24
represented directly, but through
00:21:26
calculation formulas and so on, what else is being done
00:21:29
on the roads, there are different surfaces, yes, if we
00:21:32
can especially race, then yes, this is
00:21:34
important, yes, the car can behave
00:21:37
according to - in different ways they can still be mixed, that
00:21:39
is, there may be both asphalt and
00:21:41
embankments, and there may be snow and ice,
00:21:45
dirt, that is, Do you remember we talked
00:21:47
about races, too, like
00:21:49
simulators, and there were
00:21:57
off-road races in old cars. But one
00:21:59
of the first such races which really
00:22:02
led to this, as it were, made the
00:22:04
game so popular, it was a lie. In
00:22:06
ninety-five, they were there, although this
00:22:09
game was quite arcade-like. But the
00:22:11
simulation of friction with different surfaces
00:22:14
on the road was implemented quite
00:22:17
well there. In addition to this, of course,
00:22:19
there is aerodynamics. That is, what’s up
00:22:21
interaction with the wind How does it
00:22:24
take into account the presence of all sorts of
00:22:26
antiques on the car
00:22:28
and other
00:22:31
air intake
00:22:33
damage also affects some kind of
00:22:35
damage modeling It seems to me
00:22:37
that this is exactly the most
00:22:39
interesting case that they often
00:22:42
try to implement, that is, a little damage to the
00:22:45
car starts to get worse Well go,
00:22:49
yes, or there are some specific ones, maybe
00:22:52
even shortcomings appear.
00:22:56
We were just talking about this matter. I forgot what
00:23:00
this game is called Rali Tfi. Yes, probably
00:23:04
yes. Well, again, you won’t check how it
00:23:09
really should be, so Well, well,
00:23:11
how? you will check if you check
00:23:13
only if you drove this car
00:23:14
specifically Yes if you damage it there
00:23:17
these same ones therefore most likely they do
00:23:19
n’t check anything experimentally
00:23:22
Well why is there data on
00:23:25
crash tests and so on there are
00:23:28
such statistics Well What does crash tests have to do with it Masha
00:23:30
I’m talking about behavior there, if
00:23:35
some
00:23:37
specific part is slightly damaged. It’s hardly
00:23:40
possible to check how it will behave not just by
00:23:42
hitting a wall, but on a fairly
00:23:45
long section of the road. I can’t say that, I
00:23:48
can say that
00:23:50
they study wear at factories details and it’s probably
00:23:53
possible that’s why they can somehow say
00:23:55
they add to wear there or something else,
00:23:58
it’s difficult to say in reality how it’s
00:24:00
done. I think that
00:24:02
some people take the speed there by
00:24:06
some factor and multiply it. I
00:24:09
would do that anyway.
00:24:11
developers They would take it, they would
00:24:13
do it all, well, I don’t know, with this approach
00:24:18
they just need to write that everything there
00:24:20
realistically simulates a
00:24:23
good sieve
00:24:26
in this case, and most likely the
00:24:30
developers No, they are, I think they’re not
00:24:34
being cunning, but how come they don’t go into
00:24:37
detail like they do what
00:24:38
is implemented there and to what extent it
00:24:41
corresponds to physical laws and is
00:24:44
done there from the first
00:24:47
principles of what first principles? Well, the
00:24:50
first principles are simply
00:24:52
Newton’s laws and not the first principle, this is
00:24:55
based on
00:24:57
friction data taken from
00:25:00
tire manufacturers, speeds and
00:25:04
friction speeds. No, friction can be set
00:25:06
probably yes No The point is that there are
00:25:08
simulators that are not only designed
00:25:10
for a large number of cars, or
00:25:12
for modifications, or for online
00:25:15
competitions and simulators that are
00:25:17
made specifically to
00:25:18
realistically display the behavior of a
00:25:21
car, we have such a series and
00:25:25
Racing as
00:25:30
simple as we don’t know what
00:25:32
kind of equations are given, we can’t
00:25:34
talk about how
00:25:35
plausible it is, what initial conditions are
00:25:38
what parameters are parameters most likely
00:25:40
really Well, they are adjusted to Real
00:25:43
real data and there is nothing wrong with that,
00:25:46
well, now if we continue the topic of
00:25:50
mechanics you can talk
00:25:56
These are
00:25:58
those Namely, just like now in all
00:26:02
games all the characters all all the people can
00:26:07
somehow interact with each other
00:26:11
so that you can just take things
00:26:13
there somehow throw them on top
00:26:16
of each other somehow move through them
00:26:18
yes Well here is one of the key
00:26:21
games that in many ways gave rise to
00:26:23
what we have in terms of
00:26:26
physics, sweat world or Jurassic Park
00:26:30
2, in fact, the game was planned to be very
00:26:34
innovative and very full of
00:26:36
such new ideas, development began
00:26:39
somewhere in the PM day also unfortunately,
00:26:42
due to the fact that it had to be timed to coincide with the
00:26:44
release of the film after some time and not be
00:26:47
released, many of the ideas had to be
00:26:49
cut due to budget time limits,
00:26:56
slam the calculations, it was still difficult
00:26:59
to do the computer at that time,
00:27:01
however, there was still the embodiment
00:27:02
of many ideas, for example, inverse
00:27:05
kinematics puppet physics, so-
00:27:07
called reg dol, again in this
00:27:10
game we separately control the hand of the main
00:27:12
character. That is, as if in shooters, we just
00:27:14
shoot. But here we can move the
00:27:16
mouse and kind of control the hand, that is,
00:27:19
bend it, turn it, take objects
00:27:21
into it, imagine this is used
00:27:23
not only for shooting but also for solving
00:27:26
some problems because As you know,
00:27:28
boxes had to be moved in different
00:27:30
games Yes in Saban, but so that this is
00:27:32
done somehow realistically from the point of
00:27:34
view of the three-dimensional landscape environment,
00:27:37
this is before that Well, I I don’t even know where it
00:27:39
was, if it was something at all.
00:27:42
It seems to me that it was only in the game, but the
00:27:44
year came out in deno PTO, too, and deno PTO. Yes,
00:27:47
Ipa, too, in denovo, that is, in
00:27:50
fact, there was nothing here, basically out of place when
00:27:56
cutting off only in order to
00:27:58
overcome some obstacles,
00:28:00
climb somewhere or, on the contrary,
00:28:02
push them in order to clear
00:28:04
the way for oneself and at that moment It was simply
00:28:07
unique because then, well, you
00:28:09
could make obstacles your own, you could shoot them, destroy them,
00:28:13
blow them up, and so on, and they scattered
00:28:15
according to scripts or some
00:28:17
predetermined formulas, here there was also
00:28:20
another feature: it’s a relatively open
00:28:22
world, of course divided into levels in a
00:28:24
global sense, but in the NE at that time the
00:28:28
corridor with shooters is impressive and now there
00:28:32
was an attempt to implement some kind of
00:28:34
artificial intelligence of dinosaurs but to
00:28:36
unfortunately, they also cut it and in the end
00:28:38
the result, of course, did not please the critics then.
00:28:40
Well, as in the first things in the
00:28:43
legs. There are a lot of things that are not ideal; the boxes were poorly placed on top of
00:28:45
each other and
00:28:47
slid, that is, the friction between them was poorly
00:28:49
developed; there are limits on the size of the
00:28:52
boxes with which the
00:28:54
physics engine of the game managed to cope, they had to
00:28:56
be about half to about a meter in
00:28:59
size, otherwise some kind of
00:29:02
freak show would start there, that is, the boxes would start
00:29:04
dancing on top of each other, and slide off on top of each other. And in
00:29:06
general, it was difficult to build some kind of
00:29:08
pyramids and similar things, however
00:29:11
less uh, this was the first game and
00:29:14
If someone wants to see how it
00:29:16
was, where does physics come from in
00:29:18
3D games in general, it’s worth paying attention
00:29:20
to no Yes, but in the future, uh,
00:29:24
this idea was very active in
00:29:28
and already at the beginning of the thousandth, it
00:29:31
was so in demand that
00:29:32
separate physics engines appeared that
00:29:33
calculated the interaction of the mechanics of a
00:29:38
deformable
00:29:40
solid Yes, but let’s not get ahead of ourselves, the
00:29:43
time of our today’s episode has
00:29:44
come to an end about physics engines and
00:29:48
other types of physical simulation in
00:29:50
games, we will tell you next time
00:29:53
Mouse lived with you, bye bye next
00:29:56
meetings

Description:

Давно не было новых видео, но вот, свершилось. И говорим мы о такой необъятной теме, как физике в играх. В каких играх она впервые появилась? Какого рода симуляции возможны? Возможно ли сделать хорошую игру на одной только физике? Всё это мы попытались обсудить в первой части этого эпизода. Игры, упоминаемые в выпуске: Asteroids Lunar Lander Trespasswer Worms Gorilla Spacewar Sega Rally Dirt 3 X-Motor Racing Scorched Earth Soundtrack: Thalassa - Tangerine Nightmare ArchAngel/scc - Beyond Atlantis Thalassa - Synthetic Voices Нравятся наши видео? Поддержите проект! Большое спасибо всем поддержавшим! https://www.patreon.com/podcastogru Наша группа и аудио-выпуски https://vk.com/podcastogru 00:00 Старт 00:21 Физика в играх, вступление 02:05 Space War, Pong, Asteroids - физика в первых играх 03:18 Игры с шариками 04:21 Симуляторы пинбола 05:35 Артиллерийские игры - Scorched Games, Worms, Angry Birds 09:43 Приложения с моделированием физики 10:51 The Incredible Machine 13:09 Что больше всего впечатлило? 14:41 Первые авиасимуляторы 16:27 Автосимуляторы 19:06 Что может рассчитываться в автосимуляторе? 22:06 Sega Rally 25:00 Игры с упором на реализм 26:25 Tresspasser 29:23 Выводы

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