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Brian Beckman: The Physics in Games - Real-Time Simulation Explained
Jun 26, 2007 at 2:58 AMI like NextLimit's particle based fluid/multiphysics approach.
As someone above mentioned, using rod frameworks in games is older than RoR. Bridge builder and the 3D successor Pontifex were games using the same idea long before RoR. But RoR has a quality of it's own and the new refreshing idea of using these rods for cars and airplanes.
Somebody said that MSFS is missing a real physical approach for simulating flying objects - that's why I'm flying with X-Plane that uses "proper" physics (blade element theory) instead of lookup-tables.
What I'm afraid of is that all the CPU power we have now will only be used for destruction modeling in first person shooters. I'm waiting for a game that makes intelligent use of the possibilities. Smashing crates realistically with a crowbar can't be everything