This most often happens with Geo, killed enemies or signposts you can destroy for no particular purpose. Hollow Knight, though a fully 2D game, shows off its ability to make falling objects tumble and roll around fairly often.To give a few examples, the Magnesis item gives you a giant magnet that allows you to levitate metallic objects wherever you want to, the Stasis item holds an object in place and allows you to let it build kinetic energy in a particular direction by continuously hitting it, and the Remote Bombs item allows you to place spherical or cubic bombs whether or not you want them to roll around. New tools have been developed or reworked from being 2D-only items to take advantage of it, and many new puzzles have been developed around it as well. The developers for The Legend of Zelda: Breath of the Wild went out of their way to make the physics as advanced and detailed as possible.The Wind Waker also exhibits pretty impressive cloth simulation for the time, though it is much glitchier than one might expect.
Arguably, the ability to destroy such bridges in the game by breaking their supporting ropes one by one was included just to show off the physics, which is completely unneccesary. The Legend of Zelda: The Wind Waker has very impressive realistic physics on rope bridges, where the bridges can actually exhibit standing waves under certain circumstances.Seen in Jazz Jackrabbit 1 where the first world has a load of swing bridges that are almost never seen again in the game.Hydrophobia is essentially a game based around water.LEGO Harry Potter lets you kick Lego bits around the room, levitate them, etc.One of the bonus videos with Uncharted 2 has a section named after this trope, and various set-pieces make use of it.It's still impressive for its time in the Commodore 64, Amiga, and Atari ST ports. Exile ( not that one) has a sophisticated physics engine for a 1988 BBC Micro game.Note that this isn't necessarily a bad thing - in some cases, playing with the physics doesn't mesh well with the rest of the experience because it's more fun than the actual game. These exercises in game physics conspicuously draw attention to themselves rather than meshing with the rest of the game. You'll run across applications of the physics engine that shout "Hey! Check out these physics!" so loudly it comes dangerously close to breaking the fourth wall. Sometimes the developers, giddy with the possibilities afforded them by real-time collision modeling, become drunk with power. Its success inspired the creation of several other physics engines.īut, like nuclear power, a physics engine can also be used with reckless abandon.
#HAVOK OBJECT SKYRIM SOFTWARE#
Since the first release of the Havok engine in 2000, it's been the go-to software for developers looking to add a little verisimilitude to their worlds - it allows crates to stack realistically, chains to swing convincingly, and corpses to collapse satisfyingly. Prominent exercises in game physics for the sake of it.