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Physics Engine: Difference between revisions

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==GTA IV Era==
==GTA IV Era==


[[Grand Theft Auto IV]] uses the Euphoria engine as its proprietary physics engine. This engine uses information on the human muscle and skeletal systems and the physics of the real world, combined with new software that uses more accurate techniques for collision detection to deliver more realistic movement than regular animations. This engine creates animations that never repeat. New animations include [[Niko]] crashing from the windshield of his car, and realistically falling off a bike. Cars also feel like they have some weight on them. Rather than feeling like gliding on rails. Falling as mentioned above is a lot more realistic. Falling from helicopters and hitting a building on the way down will send the player spinning and spiraling to the ground. As most people may have noticed in the game, animations are created "on the fly", which means that the players' falls, crashes, and any other impacts depend on speed, angle, and force of the crash, instead of prerecorded animations. Light impacts would push people out of the way, while large, forceful impacts send people hurling several feet in the direction of the crash.
[[Grand Theft Auto IV]] uses the Euphoria engine as its proprietary physics engine. This engine uses information on the human muscle and skeletal systems and the physics of the real world, combined with new software that uses more accurate techniques for collision detection to deliver more realistic movement than regular animations. This engine creates animations that never repeat. New animations include [[Niko Bellic|Niko]] crashing from the windshield of his car, and realistically falling off a bike. Cars also feel like they have some weight on them. Rather than feeling like gliding on rails. Falling as mentioned above is a lot more realistic. Falling from helicopters and hitting a building on the way down will send the player spinning and spiraling to the ground. As most people may have noticed in the game, animations are created "on the fly", which means that the players' falls, crashes, and any other impacts depend on speed, angle, and force of the crash, instead of prerecorded animations. Light impacts would push people out of the way, while large, forceful impacts send people hurling several feet in the direction of the crash.
[[Category:Gameplay]]
[[Category:Gameplay]]
[[Category:Game Engines]]
[[Category:Game Engines]]
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