Physics Engines
Simulating the real world
Physics engines simulate physical behaviour in games, from rigid body dynamics to fluid simulation, enabling realistic object interaction.
Overview
Physics engines handle collision detection, rigid body dynamics, joints, and other physical simulations that games require. Early games implemented physics case-by-case; middleware like Havok and PhysX provided reusable solutions. Modern engines integrate physics deeply, enabling destruction, ragdolls, and realistic object behaviour that players now expect.
Fast facts
- Purpose: simulate physical behaviour.
- Components: collision detection, dynamics, constraints.
- Major middleware: Havok, PhysX, Bullet.
- Built-in: Unity, Unreal include physics.
- Performance: often GPU-accelerated.
Physics types
What engines simulate:
- Rigid body: solid object dynamics.
- Soft body: deformable objects.
- Ragdoll: articulated character bodies.
- Cloth: fabric simulation.
- Fluid: water, smoke, particles.
Integration approaches
How games use physics:
- Middleware: license Havok, PhysX, etc.
- Engine-integrated: Unity, Unreal built-in.
- Custom: bespoke for specific needs.
- Hybrid: middleware plus custom extensions.