This is really cool. I imagine doing so would require the physics part to be a part of the graphical rendering pipeline, right? I know many games where item physics tank the performance even when they're not in screenspace. Now to think about it it's probably that the physics engine and rendering pipelines are separate so there's no way to adaptively simulate physics.
camacho-david
In game design and nearly every modern game, the equivalent to this would be Culling which is a process of removing objects, draw calls, designs like triangles and pixels that don't contribute to the final picture early on in 3D rendering. Here is an example:
https://external-preview.redd.it/8VvGUMhlQnqtHgSDHaFQ8Y-sYoTyVi4y0SiqgTOOl6Y.gif?width=800&format=mp4&v=enabled&s=c76f7bc62787febeb9cefdf8af7e8fdb7489b2b9
camacho-david
@D7ry
Depending on the game, this can be handled differently. A very recent example would have to be how The Finals splits its large destructible environments for its multiplayer gameplay to be handled exclusively by the server side (allegedly the first application of this in the industry). Other games would split the process between client and server.
rishiarjun
The left image here reminds of how in different parts of game design, adaptive simulation is the way different video games, especially sports game use to simulate character movement. It's used a lot in games like Fifa, NBA 2k, and other sports game to simulate player movement.
ess3ncez
In fluid simulations, adaptive techniques can be used to dynamically change the grid resolution, focusing on areas with high levels of activity or turbulence. This allows for efficient simulations without sacrificing accuracy in crucial areas.
This is really cool. I imagine doing so would require the physics part to be a part of the graphical rendering pipeline, right? I know many games where item physics tank the performance even when they're not in screenspace. Now to think about it it's probably that the physics engine and rendering pipelines are separate so there's no way to adaptively simulate physics.
In game design and nearly every modern game, the equivalent to this would be Culling which is a process of removing objects, draw calls, designs like triangles and pixels that don't contribute to the final picture early on in 3D rendering. Here is an example: https://external-preview.redd.it/8VvGUMhlQnqtHgSDHaFQ8Y-sYoTyVi4y0SiqgTOOl6Y.gif?width=800&format=mp4&v=enabled&s=c76f7bc62787febeb9cefdf8af7e8fdb7489b2b9
@D7ry Depending on the game, this can be handled differently. A very recent example would have to be how The Finals splits its large destructible environments for its multiplayer gameplay to be handled exclusively by the server side (allegedly the first application of this in the industry). Other games would split the process between client and server.
The left image here reminds of how in different parts of game design, adaptive simulation is the way different video games, especially sports game use to simulate character movement. It's used a lot in games like Fifa, NBA 2k, and other sports game to simulate player movement.
In fluid simulations, adaptive techniques can be used to dynamically change the grid resolution, focusing on areas with high levels of activity or turbulence. This allows for efficient simulations without sacrificing accuracy in crucial areas.