Chrome Physics
by Maarten Goldstein, Apr 15, 2002 9:46am PDTThe Adrenaline Vault has posted some info on the phsyics in the upcoming FPS game Chrome. It's based on the approach used in Hitman, and the developers hope to have Hollywood-like physics for all kinds of spontaneous stunts.
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Comments
It explains the technique used in Hitman (particle-physics using Verlet integration with constraints using a relaxtion loop). The cool thing about Verlet integration is that with a fixed timestep you get a Very Fast integration. And because of the properties of the Verlet integration, constraints can be handled by simply moving the particles to a new position (which might invalidate other constraints) and then just keep doing this for all constraints until you've reached a good enough result (for soft bodies, like plants in hitman, you could do maybe only one or two relaxations, that way the body will slowly stabilize over a few frames). This isn't a perfectly analytical solution to the problem but it is VERY easy to implement and is probably 10x faster than normal rigid body dynamics.
So it's not 100% accurate, but very very close, and very very fast so that's good enough for games. Verlet integration rocks! =)
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what's hitman's physics like?
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Best thing in that game..