Tag Archives: physics adjustments

PHYSICS! Why Unreal and Unity sucks

Physics!

Physical properties given to objects in the world the player and NPC’s intact with. Such as gravity, a force of nature that causes things to fall towards the ground. Our the ever present rag doll, the one where a corpse mysteriously turn into a boneless sea sponge. Which flop around the place when touched by any object with a hit box. Be, it bullets, people, explosions or a flying pebble. Non the less, the biggest offender is the one where I have to intact with boxes of any kind, especially in a first person game. The stock physics of a any 3D engine does bad things to stack-able objects.

Half-Life practically made movable 3d boxes a main stay in modern games. Especially the second installment of the series, which introduced the gravity gun. A weapon that picks up small things which I can fling in the face of danger. Such as saw blades and exploding barrels.

Anyhow, Half-Life 2 is built around the idea of a uniform physics engine, which calculate how anything not nailed down interact. Once I start flinging exploding canisters around, the Source engine calculates how nearby objects react to impact. The good thing though is that stacking objects is a fairly decent affair, I seldom have to deal with. Unlike a game such as Prey (The new one).

Where various upgrades allow me to move and throw almost any inanimate object I can get my grubby hands on. A real can of worms. Especially when throwing a heavy create hurts enemies hard, with a solid TWACK! That’s until I accidentally touch anything solid and instantly drops the thing I’m holding. God forbid I have to move a create out of a hallway. Putting a box upon a box, then jump on to said boxes to reach a ledge sounds easy right? Think again, I can’t count the frustration involved when two or more movable objects interact. It usually ends up with the things getting seizure. Not to mention how hard it is to aim a suitcase at an enemy. However the worst offender I’ve played recently is Hello Neighbor.

A game that’s in theory awesome as all heck. Where towers of crates can be stacked to reach new heights. Until i realize that cardboard boxes have virtually no structural integrity and is way to light. At lest they won’t spasm out like trashcans. It’s simply very hard to leave place one box onto another, without making a wobbly nightmare tower. I’ve also been knocked out by the physics engine, when it decided to rebound a box into my face. There is also a terrible sequence at a spooky mall, where five things go into the cart. I solved this by jumping onto the shopping cart and then dropping the items into it.

The Deus Ex series did the sensible thing at gave most objects a solid mass with some actual weight behind them. Essentially any box i place on a surface will stay that way. Even if I touch a corner.

Essentially I really loath the basic physics engine in both the Unreal engine and in Unity. Seriously do more hard coding instead of relying on a numerical value provided by the software. Especially when said game is built around such physics

Njål Sand