Fun-Motion Frequently Asked Questions
Q: How often do you update the page?
Not as much as I used to, unfortunately. I’m working to return the site to regular update status.
Q: How do I suggest a physics game?
The easiest way is to email me at email@example.com.
Q: What are you using to create game videos?
I’m using Fraps to capture the footage and Flash for encoding and playback.
Q: So just what is a physics game?
My personal definition of a physics game is a game where the player primarily interacts with the mechanics of a complex physics system. It’s a rough definition, I know, but I think it works well enough. By the very use of the word physics we are implying the games are somehow mimicking the behavior of real-world objects. Even so, games tend to split into two categories:
Some physics games are patterned after their real-world counterparts. One clear example is driving games, but other simulation games do the same: Ski Stunt Simulator (skiing), Trials (trials motorcycling), and so on.
Other physics games embrace the behaviors that we all recognize as real-world physics: gravity, inertia, friction. But they do away with mimicking real-world activities. These games are more abstract in nature, such as a Breakquest or Gish.
Q: I’m a developer. Where can I find resources on programming physics games?
There are essentially two routes to go as a developer. You could utilize a pre-existing physics engine or create your own. There are pros and cons to each, depending on what you have in mind.
- Open Dynamics Engine (ODE) - Free
- Newton - Free
- Tokamak - Free
- Havok - Commercial
- Ageia - Commercial
- DynaMo - Free dynamic motion library (no collision detection)
- GameDev.net - Physics tutorial index
- Chris Hecker - Rigid body dynamics tutorials
- N Tutorials - Metanet Software (2D collision and response)
[Questions will be added periodically--feel free to email me with suggestions!]
- Frequently-Asked Questions
- Hardware Effects Physics vs. Gameplay Physics
- Play Physics Games? Like Taking Surveys?
- Ageia’s PhysX: Success or Failure?