CIRCLE GETS FASTER WITH EVERY HIT UNTIL SIMULATION CRASHES | MATH FLOYD
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There are generally two classes of physics engines: real-time and high-precision. High-precision physics engines require more processing power to calculate very precise physics and are usually used by scientists and computer-animated movies. Real-time physics engines—as used in video games and other forms of interactive computing—use simplified calculations and decreased accuracy to compute in time for the game to respond at an appropriate rate for game play. A physics engine is essentially a big calculator that does mathematics needed to simulate physics.
In most computer games, speed of the processors and gameplay are more important than accuracy of simulation. This leads to designs for physics engines that produce results in real-time but that replicate real world physics only for simple cases and typically with some approximation. More often than not, the simulation is geared towards providing a "perceptually correct" approximation rather than a real simulation. However some game engines, such as Source, use physics in puzzles or in combat situations. This requires more accurate physics so that, for example, the momentum of an object can knock over an obstacle or lift a sinking object.
Physically-based character animation in the past only used rigid body dynamics because they are faster and easier to calculate, but modern games and movies are starting to use soft body physics. Soft body physics are also used for particle effects, liquids and cloth. Some form of limited fluid dynamics simulation is sometimes provided to simulate water and other liquids as well as the flow of fire and explosions through the air.
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Math Floyd currently has 68,097 views spread across 2 videos for Poly Bridge. His channel published less than an hour of Poly Bridge content, making up less than 0.20% of the total overall content on Math Floyd's YouTube channel.