Tag Archives: deep physics

Train to Fight, not Fight to Train

Let’s undertake a design exercise. Our constraint is that we are trying to come up with gameplay that does not rest on mass murder. Yes, I wrote “gameplay”. Even in hardcore RP worlds, you need gameplay if you don’t want … Continue reading

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Deep Physics – Moment of Inertia and Animation Profiles

In the last installment, we gave a high level overview of rotational energy, momentum and moments of inertia. None of these things are covered in modern “physics” engines. What we call physics engines would better be called “rigid body” engines. … Continue reading

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Deep Physics – Momentum, Moment and Rotation

In this installment of the deep physics series, we’ll continue turning animations into salad by looking at the rotational dynamics in animations. As a note of warning to the reader. I will try to explain some physics in a clear … Continue reading

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Deep Physics – Rethinking the Role of Animation

For our first step into the deep physics, I’m going to advocate something that would get me pilloried by every professional designer who read it; but since I’m a hobbyist off in a highly specialized corner, I won’t be read … Continue reading

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The Deep Physics – Intro

There was a recent change to Planeshift’s crafting system. It received criticism from a portion the playerbase, largely those players felt that it added too much realism at the expense of fun. This is a common complaint and it is … Continue reading

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