Computer games based on physics engines

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Discussion Overview

The discussion revolves around identifying computer games that are fundamentally based on physics simulations, particularly those that require significant computational resources. Participants explore examples of such games, their historical context, and the evolution of physics-based gameplay, touching on both engineering and physics aspects.

Discussion Character

  • Exploratory
  • Debate/contested
  • Technical explanation

Main Points Raised

  • Some participants propose that games like Kerbal Space Program and Bridge Builder exemplify physics-based gameplay, where the simulation is central to the experience.
  • Others suggest additional examples, including World of Goo, Bad Piggies, and various iterations of The Incredible Machine, indicating a broader category of physics-centric games.
  • One participant mentions that realistic flight simulators and racing games also fit the criteria of being physics-based.
  • There is a discussion about early games like Spacewar and Lunar Lander, which are considered foundational examples of physics-based gaming.
  • Some participants express uncertainty about the definitions and boundaries of what constitutes a physics-based game, citing examples like Pong and Tennis for Two.
  • One participant clarifies their interest in games that require heavy numerical processing, particularly those involving fluid dynamics, while noting that many such games may not have specific goals.
  • Algodoo is mentioned as a notable example of a physics-based tool that participants find engaging.

Areas of Agreement / Disagreement

Participants generally agree on the existence of physics-based games but have differing opinions on specific examples and the criteria for classification. The discussion remains unresolved regarding the precise definitions and boundaries of physics-based gaming.

Contextual Notes

Some participants note that the semantics of what constitutes a physics-based game can be fuzzy, leading to varying interpretations and examples. There is also mention of the computational limitations of earlier computers affecting the feasibility of certain games.

Borek
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This is quite a serious question, I was asked to write few words about a similar game (not officially published yet) and I started to wonder what were the earlier programs of this type.

This is partly engineering and partly physics problem. Many computer games use some kind of physics engines (like Havok), but that's not what I am looking for. I am thinking about computer games that are solely based just on physics - for example, my understanding is that Kerbal Space Program is actually "just" an interface to the underlying physics simulation (approximated, still quite accurate). Bridge Builder is another example of what I am thinking about (but I think I remember some similar much earlier simulation using FEM and running under DOS).

I have a felling this kind of games was impossible on slower computers, but todays number crunchers can easily deal with dynamics of quite complex structures and systems, which makes this kind of games possible. However, I would like some examples to be sure my intuition is right (or wrong).
 
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Borek said:
Many computer games use some kind of physics engines (like Havok), but that's not what I am looking for. I am thinking about computer games that are solely based just on physics
I guess you mean where the simulation is the key part of the gameplay?

Borek said:
for example, my understanding is that Kerbal Space Program is actually "just" an interface to the underlying physics simulation
So is any realistic flight simulator.

Borek said:
Bridge Builder is another example of what I am thinking about
A similar game would be: World of Goo.

Some other suggestions:
- Bad Piggies
- Various Incredible Machine clones (like Amazing Alex)
- Fluidity
- Line Rider
 
A.T. said:
I guess you mean where the simulation is the key part of the gameplay?

Yes.

So is any realistic flight simulator.

Good point, the same can be said about some good racing simulators. I think I initially ignored them as early games of these kinds were based on a different concept (that is, no physics, just some idealized geometry).

Some other suggestions:

Thanks, actually I thought about World of Goo and The Incredible Machine in the meantime. Now that I think about it even Angry Birds qualify.
 
Borek said:
Now that I think about it even Angry Birds qualify.
Yes, but its spin-off Bad Piggies even more so.
 
Wasn't one of the very first computer game ever a version of Asteroids? It was physics based.

I'm thinking Spacewar, written by MIT students Martin Graetz, Steve Russell, and Wayne Wiitanen's on a DEC PDP-1 computer in 1961.
 
Not sure this counts as a game, but definitely physics based and a lot of fun.

http://sodaplay.com/creators/soda/items/constructor
 
Hard to say, because the semantics are fuzzy. Tennis for two was a simulation of sorts. Where do you draw the line?
 
Lunar lander could be considered an early physics game. And the whole artillery game genre.
 
  • #10
Pong was the first video game, correct? Simplest physics game I can think of, and that's all it was... reflection and deflection.
 
  • #11
Then again, I remember it having some random "strange bounces", like deviation from classical probability, perhaps a hint things aren't as clear cut predictable as they appear... I was quite young when I first played it, maybe 5 or 6 years old. :biggrin:
 
  • #12
To clarify (not to say that the answers so far were wrong, no, actually they were quite helpful, it is just that I wasn't precise asking): I am looking for examples of games that have physics engine requiring quite heavy numeric processing - that is, games that were not possible on slower computers.
 
  • #13
Borek said:
I am looking for examples of games that have physics engine requiring quite heavy numeric processing - that is, games that were not possible on slower computers.

That would be mainly those with fluid dynamics, although most are just toys, not real games with a goal. But some even run on mobile devices.

 
  • #14
Algodoo rocks! I can't wait to get good at it! Obviously anything 3D of this nature is out of the question... without a supercomputer.
 

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