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http://www.ageia.com/pdf/wp_2005_3_physics_gameplay.pdf

 

...perhaps the most significant enhancement will relate to game effects,

where environmental and other factors currently unavailable to game developers can

easily be incorporated. As the wind blows through a lonely game world, trees will bend

and sway, leaves will blow and scatter, with shutters banging loudly and curtains blowing

in the breeze. When the monk walks through the catacombs, smoking torch in hand, his

flowing robes will drape realistically over his legs and the heroine’s ponytail will blow in

the wind as she rides her mount across the landscape. As the castle explodes, the spray of

rubble will rupture the walls on the surrounding streets. These subtle yet essential effects

will add a completely new layer of visual realism to games, immediately boosting

immersion. These physical simulation-based visualizations will be altered by inputs and

actions, substantially raising the bar in variety and richness to a level that cannot be

matched by canned animations.

Soon thereafter, physics will work its way into gameplay itself. Perhaps the blowing

breeze exposes hidden soldiers behind the branches, while the monk’s shifting robes

reveal a knife or a hidden letter. The number of active characters in a scene can jump

from a handful to dozens or even hundreds, each with its own unique physical and

logical characteristics.

Ultimately, developers will create scenes and entire games using the same laws of physics

that govern the physical universe, enabling players to interact with any object in any

scene at any time, providing pervasive interactive realism.

In concert with the CPU and GPU, PPUs will allow game developers to create characters,

worlds and effects that rival Hollywood movie visual quality, with compelling

interactivity and a profound leap forward in visual, immersive and interactive realism.

saw this like a year ago, still waiting... (not the actual pdf of course)
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