this post was submitted on 03 Dec 2024
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Well, you already say it: physics games. They NEEDS to be accurate with their collision detection since they relay on it to the game to be fun. The majority of action games don't need such accuracy cuz THAT IS NOT FUN. You know how frustrating is to swing your sword in a narrow passage in Dark Souls to it to bounce on the walls?
Also, is a extremely demanding process to calculate such precise collisions.
If some geniuses do invent a robust framework for physics based combat which results in realistic sword swings unlike Dark Souls' bounce/no-bounce mechanic, it will be very fun
The damage could be calculated depending on how powerful the swing was and where it hit the enemy. I fantasize about this often
Exanima does this.
Its a little bit half baked right now but it's been under construction for the better part of a decade. I think the plan now is to use Exanima as a proof of concept and then pivot that technology into a "real" game. But I find it very fun in its current state and does exactly what you're asking for.
Exanima is basically the prequel to the main game they are also currently working on (Sui Generis).
It's also planned to have multiplayer after the story part is finished.
Go play Chivalry then.
It's fun because of all the extra role playing stuff, the actual combat is slightly frustrating because of how slow it is. Most humans cannot wield a long sword in a very efficient manner. If you swing and miss it takes time to correct, time to compensate for momentum, by which point somebody's probably stabbed you in the eye with a little knife.
Or you just get by an arrow because the sword is so heavy you can't move quickly.
This is why I carry 2 Dane axes. One to throw at archers, one to fight
Check out Exanima.
There's a nice video of theirs showcasing some complex object collisions - https://www.youtube.com/watch?v=R9-ihvHJdJE
And some neat cloth physics at about 14:25
Sound good, but it would be more suitable to VR games where you can be more precise to where to attack and how.
Maybe you're right. So, IMHO, there seems to be a niche for a game with a sweet spot between accurate physics and fun?
The niche isnt there because its not really practical. No consumer device can run modern high poly 3D structures with full physics simulation in real time. There is a reason why the only physics sim games are very low poly. And even those are performance hungry despite custom engines.
Realistic physics for realistic looking scenes is something that you give to a renderfarm that will throw 100+ times more compute at it than the most expensive consumer GPU on the market.
Thx for your answer. Sounds logic and plausible and I didn't thought about the effort for the actual physics calculations.