What game has the best physics engine?
That's not physics lad
>>333186538
Correct. This is.
>>333186665
That specific part is pre rendered. It's not physics.
>>333186665
Yes, left.
>>333186390
Havok! :D
I'm always impressed by FEAR's display of physics. Chuck a 'nade into a room full of props and you'll see a hell of a show.
>>333186793
But how can it be pre-rendered if it's an in-game cutscene?
Also, even if it was pre-rendered, it was not drawn by hand, they had to use some kind of cloth simulation.
>>333187674
the guy's animation is not drawn by hand either, but you wouldn't consider it "physics".
>>333186665
no, momentum was not absorbed
>>333187674
There's a difference between canned animations and in-game physics.
A big difference
>>333187674
Yeah , they used a physics engine for that, but it took some hours to render, they aren't in-game physics
>>333187674
So motion capture is physics now?
Neat!
>>333186665
SOMEONE TELL ME WHAT THE FUCK THE ANSWER IS
>>333186390
>Beam NG
>Crysis
>Halo
>Project CARS
And so on
>>333186665
if the ball leaves the system as shown, then A
if the guy catches the ball, C
>>333189302
Depends on how heavy the balls are. If they're very heavy then yeah, it'll move. If they're only gonna bounce then no.
>>333186665
since the guy is doing the throwing, then A because the energy is coming from outside of the cart system, i.e. from stored energy in his muscles
if the cart had some sort of ball catapult then it would be a closed system and C
>>333189130
>motion capture
>on a piece of clothing
wat
Is that Metro?
>>333190502
Yes, Metro: Last Light.
>>333189934
If a scripted animation of a physics simulation is physics, then motion capture of physical actors is physics too, it's the same thing.
>>333187674
>Do cloth simulation in some 3D program
>Record keyframes for positions of each vertex at desired interval
>Export in whatever format your engine likes animations
You can't really call it the game's physics engine
>>333186390
Gmod
https://youtu.be/c6AsDUXbqZ0