
Originally Posted by
Adam12
Hey
Depends on the game. The formal name for the ratio approach is "Design for Effect". It doesn't have to be ratios, although I know what you mean. The crux of it is, you make rules that give you effects that correspond to what you want, rather than start by entering the basic ingredients of physics and letting the effect come out via emergence. (Someone PLEASE correct me on that last term if I'm using it wrong.)
There are two simulators you can look at to see the approaches if you like.
Microsoft Flight Simulator (or Train simulator) use a design for effect approach. They tell the simulator how the plane will move using a text file of inputs that only make sense to the simulator. This is also called "Abstracted design."
X-Plane is rather an object motion simulator based on real world physical equations.
The weakness of physics based games is that you have to simulator *everything* to get purely accurate results. To the degree that you leave something out and to the degree that the item left out will affect object behaviour, you get error.
e.g,
How fast will a given aircraft accelerate down the runway?
Abstract games check data that is given via tables that dictate effects.
X-plane type games just crunch all the variables into the physics equations and produce the effect indirectly.
Most games are abstracted, even games that are meant to be realistic.
True physics based simulators are used more in industrial applications.
I hope this is helpful!