physics

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  • Physicists develop microlens with earth-shatteringly short focal length

    by 
    Darren Murph
    Darren Murph
    08.28.2008

    It's hard to say when we, the consumers, will actually see any real benefit from the latest noteworthy discovery from Northeastern University, but we can only imagine that Srinivas Sridhar and team aren't wasting any time moving things forward. Said crew has recently created a "new microlens that focuses infrared light at telecommunication frequencies," and if you're looking for specifics, it can focus an infrared beam to a spot just 12-micrometers away from the surface. The science behind the discovery is probably only digestible by those that understand rocket science, but the long of short of it is this: the "research shows that it is possible to create smaller, ultra-compact infrared optical components that can be integrated into existing semiconductor technologies while not sacrificing image quality." Now that's something even the layman can appreciate. [Via Physorg]

  • MGS inks 'perpetual' license for Havok tech

    by 
    Jason Dobson
    Jason Dobson
    08.06.2008

    It's not the size of your explosion that matters, but rather how many random objects you can send flying about in realistic fashion. Microsoft Game Studios today announced a new "perpetual licensing agreement" with the physics connoisseurs at Havok, opening up the middleware outfit's suite of current and future tech to MGS and its development partners. Perpetual, you say? Sounds like someone is over their puppy love and is ready for a real commitment.Havok's reputation for overturning tables in dramatic fashion is well known. A number of Microsoft's titles, both internally developed and published, utilize the technology already, giving us reason to believe that whatever Microsoft Game Studios has up its sleeves next, it's sure to have exploding barrels aplenty.

  • We're pulled in by Gravity

    by 
    Chris Greenhough
    Chris Greenhough
    07.18.2008

    Being nice to look at is hardly essential for a puzzle game, but that's not to say we're opposed to easy-on-the-eye puzzlers such as World of Goo. Deep Silver's Gravity is another entry in the genre that is also a looker, with each of the title's 100 puzzles featuring a unique, hand-painted background (IGN has bigger screens if you want to admire them some more).As for how it plays, this debut trailer suggests that the Deep Silver team have been spending some time with Crayon Physics, or maybe even DS homebrew hit Pocket Physics. You'll hear no complaints from us if the Wii gets its own Crayon Physics!Trailer at GameTrailersScreens at IGN

  • Carnival Games causing a Havok

    by 
    philip larsen
    philip larsen
    06.27.2008

    One of the most well-known development tools in the world has been secured by 2K Games for some upoming titles. The Havok physics engine is used in squillions of high-profile games like Halo 3, Oblivion, BioShock and Super Smash Bros. Brawl. Naturally, 2K wanted to acquire the license for none other than Carnival Games: Mini-Golf.Before crying shovelware, the original Carnival Games sold over a million copies, so 2K is doing the right thing by wanting to get the best software for improving the series. A few other titles are also in line to use Havok, but no word on specific names as yet.

  • Physics engine grounds Earthrise players

    by 
    James Egan
    James Egan
    05.21.2008

    Being grounded in this case is a positive thing. Honest. Moll, the Community Manager for the sci-fi MMO Earthrise, typically fields a 'Question of the Week' over at the game's forums. This time, Moll answered a few related questions in one go, writing about the physics engine in Earthrise. Moll stressed that Masthead Studios wanted to balance client requirements with server load, while trying to build a realistic experience for Earthrise's players:"The physics engine will run simultaneously on the client and on the server. The server will ensure that the physics results from the client are feasible and prevent cheating. We are using a 3rd party physics core, which can take advantage of hardware and GPU acceleration and also have some internally-coded subsystems." Sound will be tightly integrated with all physics effects in the game, adding another layer of realism. Best of all is the revelation about Earthrise's physics engine: it will feature ragdoll style effects.

  • Study says 90% of virtual worlds don't last 18 months

    by 
    Samuel Axon
    Samuel Axon
    05.17.2008

    A study released by Gartner, a large research firm based in Connecticut, claims that 90% of all "business forays into virtual worlds" fail within 18 months.According to the study, most businesses focus too much on expensive and unnecessary technology such as powerful physics engines, and don't pay enough attention to the demands and interests of users actual or potential. This is not surprising to us; savvy MMO developers will talk your ear off about how multi-million dollar graphics are at best a red herring and at worst a harbinger of doom.On the other hand, the study also said that by 2012, 70% of all organizations will be using virtual worlds, and that those endeavors will more successful because businesses will have learned exactly what to expect and will plan development accordingly.[Via Worlds in Motion]

  • Phun 3.5

    by 
    Robert Palmer
    Robert Palmer
    05.06.2008

    For (let's say) "phans" of Crayon Physics, Phun 3.5 is a similar kind of physics simulator created by Emil Ernerfeldt for his thesis at Umeå University, Sweden. Not only is it Swedish, but it's just been released for the Mac. Sure, it's rough-around-the-edges, and it follows pretty much none of the Mac's interface or key-combination conventions, but it's sure a fun (with an F) toy. Phun is Universal Binary, and freeware.

  • Get a physics lesson with this Euphoria tech demo

    by 
    Griffin McElroy
    Griffin McElroy
    04.26.2008

    With the upcoming release of Grand Theft Auto IV and the building anticipation for titles such as Star Wars: The Force Unleashed and Backbreaker, we're constantly asked about the Euphoria physics engine featured in said games -- and by constantly, we mean never. However, to prevent such a onslaught of queries, we present you with a recently released tech demo from Euphoria creators NaturalMotion, which exhibits some of the differences between their engine and those of the ragdoll variety. Yes, we truly have reached a new era of making Michelin Men fall down in increasingly realistic ways.

  • Demystifying the physics of Super Mario Galaxy

    by 
    Chris Greenhough
    Chris Greenhough
    03.27.2008

    As we've already established, we're not science people ('D' grade at GCSE Science, thank you). Bring up a subject such as photosynthesis, or the properties of sulfur dioxide, and it's likely you won't get much of a reply, short of us standing there and saying "buh?" like some slack-jawed, mouth-breathing farmhand.In other words, Gamasutra's article on debunking the physics found in Super Mario Galaxy never stood a chance of entering our enfeebled brains and staying there. Oh, it definitely interested us, but terms such as "unit vector" and "collision mask" quickly appeared to make us feel like absolute thickos again. What we did pick up from the feature was that gravity can only exist in the real world on spherical surfaces, and that the laws of physics themselves were twisted to accommodate Galaxy's zany world of misshapen planetoids.If you're one of those people who feels confident conducting conversations about "surface normals," give it a look.%Gallery-4735%

  • Havok offers PC game devs Havok Complete for free

    by 
    Jason Dobson
    Jason Dobson
    02.23.2008

    It was only a few short years ago when in-game physics were a novelty, like lava lamps and black lights. Today, however, like barrels that explode when shot, obeying the laws of physics is expected behavior for objects in most any game. This turnabout is pinned largely on the popularity of Havok's core collection of animation and physics tools, which the company notes that it will make available to PC game developers for free later this year. The toolset, dubbed Havok Complete, has been used in creating a number of high profile titles, such as Ninja Theory's Heavenly Sword. Beginning in May, Havok will make available these same tools to developers for non-commercial use, while both it and parent company Intel also plan to offer those devs deemed worthy with a free commercial distribution license as well. Says Havok, the move is designed to "boost creative game development throughout the industry," from indies and academics, to PC enthusiasts who for too long have lived without the joy of being able to throw virtual ragdolls down flights of stairs.

  • Havok upgrades to 5.5, adds cloth and destruction

    by 
    Ross Miller
    Ross Miller
    02.19.2008

    The Havok Physics engine has been upgraded to 5.5, according to a press release from today. The release includes new enhancements, features, "dramatically accelerating the development of cross platform, [and] cutting edge electronic entertainment." The Havok Animation and Havok Behavior toolsets were also updated to 5.5, and the PlayStation 3 tools also received enhanced collision query optimizations. In a separate press release, Havok announced Havok Cloth and Havok Destruction, whose intentions and use are pretty self-explanatory.

  • A very Jenga-esque Crysis physics demonstration

    by 
    Griffin McElroy
    Griffin McElroy
    12.16.2007

    We wonder if there's a psychological condition associated with our fascination in watching things fall down in video games. It started out harmlessly enough, with the popularization of the Gmod (and the Rube Goldberg machines that followed), then picked up steam with the brief Oblivion dominoes trend, but a recent video showing the various things you can do with 3,000 barrels in Crysis is the pièce de résistance in this eccentric genre.We can't stop fantasizing about what crude oil masterpieces we'd like to construct and demolish -- if only we were typing this on a sleek, gaming-centric rig, and not our trusty Performa 5200.[Via Kotaku]

  • AGEIA to give UT3 modders a physical with PhysX mod kit

    by 
    Jason Dobson
    Jason Dobson
    11.22.2007

    With consoles constantly encroaching on what used to be exclusively PC territory, it's refreshing to know that there are some things, such as mods, that remain the domain of those who prefer keyboard and mouse over thumbsticks. For example, while Epic's Unreal Tournament III will eventually find its way to gamers of both persuasions, it will be PC enthusiasts who enjoy the added benefit of mods, though word is that players will somehow be able to share mods between platforms. The latest mod tools for the game come from physics moguls AGEIA, who have announced plans to release a mod kit designed around the company's PhysX GPU processor, promising modders "everything they need to easily add PhysX-powered content into the UT3 universe." The kit, which will be available in December, will include additional tools, guides, tutorials and documentation and assets and examples on top of the game's existing mod tools.In addition, to show that it's serious AGEIA has also released a collection of "Extreme PhysX Mod Levels," which are now available and aim to demonstrate why we should all care about the PhysX processor. This collection includes the LightHouse and Tornado mod levels, the latter of which can be seen in video form here. More levels are promised, and while we can't say that this has driven us to brave the Black Friday crowds to lay down the geld for one of those cards, AGEIA no doubt hopes that players include PhysX cards on their shopping lists this holiday season.

  • Blizzard's next-gen MMO(s) might appear on consoles

    by 
    Samuel Axon
    Samuel Axon
    11.21.2007

    Blizzard has said time and again that World of Warcraft will probably not be released on consoles. But as we learned this year, World of Warcraft is not the only MMO on Blizzard's plate. They've been occasionally tossing up job adverts for people with various skills to work on "Next-Gen MMO" stuff. The folks at Blizzard have never fully embraced consoles and successful console MMOs are rare, so even though we knew Blizzard had some kind of console title in the works, there was no evidence that the next-gen MMO project(s) would be for anything other than the PC (and maybe Mac).Well, the latest of the MMO job adverts (this time for a physics programmer) requires would-be applicants to have "programming experience on both console and PC titles." This leads us to believe that Blizzard is either making an MMO that will be released for both the PC and one or more consoles, or that it's producing multiple MMO titles with the same physics engine and that the PC and consoles will get different games ... or both.Either way, it's a tantalizing hint at what's to come.

  • Researchers fire most powerful antimatter beam ever

    by 
    Nilay Patel
    Nilay Patel
    10.27.2007

    Scientists at North Carolina's PULSTAR nuclear reactor facility fired a positron bean five times stronger than any other ever created earlier this month, breaking a record previously held by a team in Germany. The antimatter device -- which apparently looks like a Star Trek warp reactor -- was developed as part of a two year project by NC State, the University of Michigan, and Oak Ridge National Labs. Now that the device is working, the team is looking for practical applications for the tech, including building an "antimatter telescope," which would allow even closer observations of atomic interactions. Or they could use it to blow up the universe. You know, whatever.[Via TG Daily]

  • Schrodinger's Jump

    by 
    Matthew Rossi
    Matthew Rossi
    08.21.2007

    Piping hot from the WoW forums comes the tale of an interesting experiment: Psychosheep, a troll warrior on Anvilmar, decided to jump off of the Aldor rise with 15 seconds left before server reset. Best comment comes about half way down the thread, in my opinion: Renault, a BE Pally from Suncrown, says " ...mein Gott. It's Schrodinger's Jump. Considering we do not know the state of existence until you log back on, your char is both simultaneously alive and dead at the same time. Until you log back on to confirm the state." Now, that idea right there just tickles me, both because it's very apt and it's the kind of metaphor that tends to extend itself. It's weird to think about your character in a state of quantum uncertainty when you disconnect or the server goes down, essentially in limbo while you try and get back. Does he or she even exist when you're not playing? The Armory would seem to offer us some solace in these uncertain times.Have you ever done anything similar when your server was about to shut down? The closest I've ever come personally was when I, not paying attention to general or announcements, was farming furbolgs in Winterspring and I managed to charge one just as the server came down. I spent an hour trying to get back in, and finally managed it to discover the furbolg dead and my character at half-health. But I don't think I would have deliberately done so, as was the case here. I'm not a big fan of dying from fall damage.

  • German scientists claim to have broken speed of light

    by 
    Darren Murph
    Darren Murph
    08.16.2007

    We're almost terrified to hear what the physicists in the crowd have to say about this one, but a duo of German scientists have reportedly broken the speed of light. To do so, the two "set up an experiment in which microwave photons, energetic packets of light, appeared to travel instantaneously between two prisms forming the halves of a cube placed a meter apart." According to them, they were able to force light to overcome its own speed limit by utilizing a "strange phenomenon known as quantum tunneling." Dr. Gunter Nimtz was even quoted as saying that for the time being, it was the "only violation of special relativity that he knew of," and while it does indeed sound (way) too good to be true, we'll step aside and let the experts battle it out.[Via Telegraph, thanks Ian]UPDATE: As predicted, there's a high probability that these claims aren't exactly, shall we say, infallibly correct -- but at least someone's giving it a go, eh?

  • Line Rider inspired by Gamasutra

    by 
    JC Fletcher
    JC Fletcher
    08.03.2007

    We've exerted our influence on game design a few times before-- and by "a few times" we mean "once", and by "game design" we mean "a subtitle." It hardly compares to Gamasutra's accidental influence on Line Rider.The creator of the Flash game, soon to be a DS and Wii game, didn't know enough about physics, and therefore couldn't make the physics-based game we all enjoy. That is, until he saw an article on Gamasutra with simple physics calculations laid out in pseudocode. He adapted the pseudocode into real code, integrated it with a drawing tool, and Line Rider was born. We love hearing about gaming websites Making a Difference. We'd love to feel useful someday ourselves!

  • John Carmack doesn't believe in dedicated PPUs

    by 
    Conrad Quilty-Harper
    Conrad Quilty-Harper
    07.22.2007

    John Carmack has always been vocally opposed to the concept of dedicated Physics processors for gaming PCs, but his latest statement on the topic really hammers the nail in. Talking to Boot Daily on the topic of Intel's QX6850 CPU, Carmack states that future multiple core CPUs will be able to take the strain of physics processing. Carmack does have a fair degree of interest in this area, with Ageia's PhysX card being supported on the Unreal Engine 3 platform, which happens to be developed by iD software's rival, Epic Games. If there's one thing we can be sure to garner out of this statement, it's that iD software's new gaming platform iD Tech 5 won't be one that favors dedicated physics processors.[Via Digg]

  • Winners of the N+ level design contest announced

    by 
    John Bardinelli
    John Bardinelli
    07.09.2007

    After the indie platformer N was announced for Xbox Live Arcade, PSP, and DS (known as N+), a level design competition was launched to tap the collective creativity of the N community. Special versions of the N editor (Ned) were released and levels are specific to each platform, meaning even the biggest N fans would, in theory, have to buy all three versions of N+ to play every single level. Over 80 new levels were chosen from the submissions, and each one is listed with a full screenshot on the SUBLiME web page.And for those of us too cheap/lazy to wait for and buy N+, the original N is still available for free, complete with editor and hundreds of custom levels to play.