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February 11th, 2012

steuard: (Default)
Saturday, February 11th, 2012 04:04 pm
My "Physics of Video Games" talk at AlmaCon went beautifully. (The con as a whole seems to be going really well, too. Thank goodness!) Many thanks to those of you who suggested ideas: some of those confirmed the value of thoughts I'd already had and others filled exactly the gaps that I had been worried about finding good examples for. My turnout was surprisingly good. I got nods of familiarity and/or understanding for lots of my "good physics" examples, loads of laughter for some of my "bad physics" examples, and some great questions and discussion when talking about using games to teach the scientific method.

In case you're curious, here's a list of videos that I used (though I often showed only a relevant clip from each). I kinda wish that I'd videotaped it!

Good physics examples:
Angry Birds (as well as some graphs of bird motion).
World of Goo (another physics puzzle game)
Dwarf Fortress (fluid flow & melting points)
Myth: The Fallen Lords (an early example of a really complete physics environment)
Skyrim (lots of cheese) (this got a laugh, but illustrated the quality of modern physics engines)

Bad (or rather, unrealistic) physics examples, that might be either good or bad for game play:
Skyrim bug with a sabertooth tiger (this had them laughing louder and louder for about a minute straight)
Resonance (flash game where jumps have no momentum)
Grand Theft Auto: San Andreas (decent laugh here; I just had a short little clip on loop)
Grand Theft Auto IV (big laugh, but as I pointed out, in many cases this behavior probably makes the game more fun)
Portal (a fictional element in an otherwise realistic game)
Portal infinite fall (what happened to conservation of energy?)
Mario 3D Land (steering during a jump)
Mario 64 (kicks in midair push you higher)

Video games teaching the scientific method (with excerpts from the full paper)