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I'm thinking of games like Asteroids , Battlezone , and Lunar Lander. Accurately simulating the physics of the real world has been the domain of supercomputers for decades. The simulation of even "simple" physical phenomena like fire, smoke, and water requires a staggering amount of math. Now that we almost have multicore supercomputers on every desktop, it's only natural that aspect of computing would trickle down to us.

Don’t Forget Physics in Your Game

That's a lot. I've talked about this before in CPU vs. GPU , but it bears repeating: some of the highest performing hardware in your PC lies on your video card. At least for a certain highly parallelizable set of tasks. For comparison purposes, the iTunes H. This makes any GPU bound operations inaccurate enough to be considered approximation from a scientific standpoint.

As you know a GPU is capable of processing more than just Graphics code and is becoming more and more favoured for many other processing operations given its hardware mathematical capability and its efficiency with certain tasks. Take BitCoin Mining as an example.

It's likely a big "it depends" as most things when considering any engine. Unity will provide you to easy access of C. NET libraries up to v2. Unity's physics engine won't be of a help or hinderance if your simulations already calculate the physics results needed. This question also depends largely on how many objects you might be moving simultaneously.

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If it is a large amount like over then if you know what you're doing writing your own engine may be more efficient. Unity provides things like particle systems and its physics engine to help improve performance for large numbers of moving objects. However, Unity's already made.

  1. Books I had to read to develop a game engine — Harold Serrano.
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  3. An Open Source Multi-physics Simulation Engine!

You can likely jump in and set up the simulation in a few hours vs the time it might take you to write your own engine. So, it's likely worth a try. I'd at the very least go through and just write the calculations out in some C classes and do some performance diagnostics to see if the code is capable of running at the speed you need. Thanks for your answer i will go and try the engine and its advantages.

I have not written the code for the calculations yet so i can't try it out immediately, but i will play around a bit in unity to get familiar and get to know it a little. After that i will report back to you what i have done. For now I don't immediately accept the answer since it could come in handy to know someone else's thoughts about this subject. I use unity for some mathematical simulations related to a game with lots of statistics and random numbers. I can tell you that Unity is great for logging data, creating controls and viewers.

How to Use Physics in Your Game Design | Practical Tips

Unity is bad when you are running simulations that require millions of formulas and you want your results quickly. Attachments: Up to 2 attachments including images can be used with a maximum of Sports games have gotten way more realistic over the years, in physics and in graphics.

Video games need to be told what to do. Which is kind of a neat way to think about it. The programmers more likely just write code to simulate it —. Things like trajectory, or how light rays are reflected, or even characters jumping do involve some physics equations. So if physics are just simulations and not actually the equations we use to describe energy and forces and natural laws—how do you go about getting it into your game?

A lot of developers turn to middleware. Certain companies, like Havok , are middleware providers.

The game engine you waited for.

Middleware is software that mimics physics. It can include elements like collision detection or rag dolling. These can be costly additions to a game , both from a computing-power and a time-cost standpoint. Developers use physics middleware as a way to more easily add mostly-believable physics-simulations to their games.

Physics Based Games

The fun of these games relies on physics—augmented physics, but still physics: gravity, velocity, trajectory, momentum, collisions, etc. For now, you can make a game with passable physic behavior, or a game that focuses heavily on physics. Programmers take a lot of shortcuts when it comes to physics. It will be interesting to see where future gaming improvements take in-game physics simulations.