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Old 10-09-04, 11:12 PM   #1
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Default Game Material Physics

I was thinking about game physics while playing CS: Source (the physics bear absolutely no relation to gameplay, though, and I'm starting to suspect that will be nearly the case in HL - aside from 'tossing' random objects) and it seems to me that a much more accurate simulation of materials could be achieved by having three basic materials and interpolating the 'amount' any object had of each material.
You have, basically:
Crystaline (High-carbon steel, glass, CDs)
Plastic (Iron, ropes)
Elastic (Springs, erasers)
In short everything, when struck by a force would do some combination of 'fragmenting', 'bending' and 'bouncing' according to these properties. For example shooting a wooden door would have a crystaline effect (shatter a portion of the door), while shooting a filing cabnit would have a plastic effect (the location would be ruptured and dented inwards). Shooting something extremely tough, like a light steel door would maybe dent it but mostly just cause it to bounce around.

This is really just a combination of glass fragmentation and arbitrary terrain deformation effects combined with the half-life 2 collision physics, everything here already exists and I would think one could implement them all in a general engine and have it run on the higher end machines.
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