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[[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]] 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.
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[[Category:Gameplay]]
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[[Category:Game Engines]]

Revision as of 09:20, 30 April 2010


A physics engine is the primary mechanism for the gameplay of a video game which comprises the algorithms for collision detection, gravity, motion, effects of these on the geometry, etcetera. It is responsible for determining the physical aspects of a game and those aspects' effect on the dynamics of the game.

GTA III Era

From Grand Theft Auto III to Grand Theft Auto: Vice City Stories, the physics were limited due to hardware. Pedestrians would lie on top of vehicles, staying in the same position until they fell off, where they would later get up. Every pedestrian and character would use a specific animation for each action. Some of these actions were updated to look more realistic (for example, running in San Andreas, and throwing a person out of a car in Liberty City Stories.) San Andreas' physics were a little different than previous games, but they were still prerecorded. Players would often fall in a straight line. However, this was changed in Grand Theft Auto IV, with the series' new RAGE and Euphoria physics system.

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.