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Brian Beckman: The Physics in Games - Real-Time Simulation Explained
Jun 15, 2007 at 11:10 AMI have to mention some facts that other may not know or simply forgot.
First of all, in 2000, two games have used exactly the same methodes to introduces very good game physics.
The car action-racing PC game "1NSANE":
http://www.codemasters.com/insane/eng/html/index_htmlnav.html
... and "BridgeBuilder" (a strategy game around building train-bridges):
http://www.bridgebuilder-game.com/
Both of them use the very same methodes as RoR uses, and both have been released back in 2000. So neither the idea nor the result that it is a reasonable technology are new.
Why no one else is using better physic engine implementations is beyond me. Most games use a trivial physic engine and that's why most games (car, flight, etc. games) feel unrealistic. For example Flight Simulators physic engine (as of v. 2004) still feels as unrealistic and simple as v. 1995.
btw., I am still waiting for "Loose Cannon", a GTA-alike game which has been developed by Digital Anvil, now part of MSFT Game Studios.