History Main / WreakingHavok

27th Mar '17 10:30:14 AM crazysamaritan
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* ''VideoGame/ScrapMechanic'' made the rather uncommon choice of using the Bullet physics engine, resulting in the game's physics behaving quite differently around the edge cases than players are used to. In particular, collision tunneling [[note]]A physics body phasing through another solid object when it should not be able to[[/note]] happens much more easily, and tends to result in the affected object collapsing into a relatively static (though still dangerously unstable) state instead of going into seizure mode. If you manage to tunnel your character through the ground, you get a [[TheDevTeamThinksOfEverything special]] [[EasterEgg message]]: "[[StopHavingFunGuys You're playing the game wrong. Stop that!]]"

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* ''VideoGame/ScrapMechanic'' made the rather uncommon choice of using the Bullet physics engine, resulting in the game's physics behaving quite differently around the edge cases than players are used to. In particular, collision tunneling [[note]]A physics body phasing through another solid object when it should not be able to[[/note]] happens much more easily, and tends to result in the affected object collapsing into a relatively static (though still dangerously unstable) state instead of going into seizure mode. If you manage to tunnel your character [[DevelopersForesight through the ground, ground]], you get a [[TheDevTeamThinksOfEverything special]] [[EasterEgg special message]]: "[[StopHavingFunGuys You're playing the game wrong. Stop that!]]"
16th Feb '17 5:32:36 PM maddthesane
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* ''VideoGame/{{Lugaru}}'''s physics modeling is goofy but fun. Kicking enemies into each other nets you a "Nice Aim!" bonus, downed enemies struck with a bo staff will sometimes launch hundreds of feet straight up into the air, and ragdolling yourself with the Leg Cannon attack and tumbling down hills never gets old. ''{{Overgrowth}}'' looks to continue the tradition, but with more complex ragdolls and objects.

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* ''VideoGame/{{Lugaru}}'''s physics modeling is goofy but fun. Kicking enemies into each other nets you a "Nice Aim!" bonus, downed enemies struck with a bo staff will sometimes launch hundreds of feet straight up into the air, and ragdolling yourself with the Leg Cannon attack and tumbling down hills never gets old. ''{{Overgrowth}}'' ''VideoGame/{{Overgrowth}}'' looks to continue the tradition, but with more complex ragdolls and objects.
16th Jan '17 1:38:16 PM GhostOfAGeek
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-->-- ''[[http://www.screencuisine.net/hlcomic/index.php?date=2005-05-10 Concerned #7]]''

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-->-- ''[[http://www.''Webcomic/{{Concerned}}'' [[http://www.screencuisine.net/hlcomic/index.php?date=2005-05-10 Concerned #7]]''
#7]]



* ''DemolitionCompany'' has physics as a major part of the game since it obviously involves demolishing parts of/entire structures. The tutorials show off collapsing a structure by you destroying some of the supports and getting out of the way before it does so.
* Like Octodad, in recent years just about '''every''' game with ''Simulator'' in the title (Surgeon, Snowcat, Goat, Tabletop...) is a physics-based game where most of the entertainment (or insanely frustrating challenge) comes from performing actions using the physics engine.

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* ''DemolitionCompany'' ''VideoGame/DemolitionCompany'' has physics as a major part of the game since it obviously involves demolishing parts of/entire structures. The tutorials show off collapsing a structure by you destroying some of the supports and getting out of the way before it does so.
* Like Octodad, ''Octodad'', in recent years just about '''every''' game with ''Simulator'' in the title (Surgeon, Snowcat, Goat, Tabletop...) is a physics-based game where most of the entertainment (or insanely frustrating challenge) comes from performing actions using the physics engine.



* ''SecondLife'' pre-dates ''Vindictus'' by about six and a half years. Its WideOpenSandbox nature and physics engine permit players to create all sorts of interesting situations, although some exercises, such as a ten-link chain, have been known to wreck havoc upon the server's CPU. (The chain in question did sway quite convincingly, at about a frame every five seconds.)

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* ''SecondLife'' ''VideoGame/SecondLife'' pre-dates ''Vindictus'' by about six and a half years. Its WideOpenSandbox nature and physics engine permit players to create all sorts of interesting situations, although some exercises, such as a ten-link chain, have been known to wreck havoc upon the server's CPU. (The chain in question did sway quite convincingly, at about a frame every five seconds.)
11th Jan '17 10:22:23 PM DastardlyDemolition
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** The NPC with the best sniper rifle in the game likes to take potshots at people from a bell tower. Killing him may or may not cause him to fall down the hole in the floor to a location where you can loot the rifle, entirely depending on Havok's mood. Since the game treats gibs as lootable, the easiest way to get the rifle is therefore to launch a rocket in the bell tower window. With any luck, the NPC will be gibbed, virtually guaranteeing that of all the Havok-ed gibs at least one will fall through the hole.
* ''VideoGame/FalloutNewVegas'' has many weapons in its DLC's that have some rather interesting qualities. First, Dead Money gave us the gas bomb, a land mine thrown like a grenade that also can role. Old World Blues has a sonic emitter that hurls people backwards on a critical hit, which can make the grand canyon a tempting hunting ground. And the Gun Runners Arsenal adds timed explosives that ricochet off surfaces.
** Dead Money also gives us the complementary voucher bug, which gives you a potentially infinite number of floating little squares, which you can place anything one. You can literally build a house out of minigun ammo, guns, money or anything else with its aid. (though 5mm ammo is preferred by players)

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** The NPC with one of the best [[http://fallout.wikia.com/wiki/Reservist's_rifle sniper rifle rifle]]s in the game likes to take potshots at people from a the Dickerson Tabernacle Chapel's bell tower. Killing him may or may not cause him to fall down the hole in the floor to a location where you can loot the rifle, entirely depending on Havok's mood. Since the game treats gibs as lootable, the easiest way to get the rifle is therefore to launch a rocket in the bell tower window. With any luck, the NPC will be gibbed, virtually guaranteeing that of all the Havok-ed gibs at least one will fall through the hole.
* ''VideoGame/FalloutNewVegas'' has many weapons in its DLC's that have some rather interesting qualities. First, Dead Money ''Dead Money'' gave us the gas bomb, a land mine thrown like a grenade that also can role. Old roll. ''Old World Blues Blues'' has a sonic emitter Sonic Emitter sidegrade that hurls people backwards on a critical hit, which can make the grand canyon a tempting hunting ground. And the Gun ''Gun Runners Arsenal Arsenal'' adds timed explosives that ricochet off surfaces.
surfaces. That you shoot from a Fat Man launcher.
** Dead Money ''Dead Money'' also gives us the complementary voucher bug, which gives you a potentially infinite number of floating little squares, which you can place anything one. You can literally build a house out of minigun ammo, guns, money or anything else with its aid. (though 5mm ammo is preferred by players)



* ''VideoGame/DwarfFortress'' has fluid dynamics that differ subtly between water and magma. You are advised to learn their differences well, lest ye flood your fortress. They're both quite useful if you want to build a DoomsdayDevice.

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* ''VideoGame/DwarfFortress'' has fluid dynamics that differ subtly between water and magma. You are advised to learn their differences well, lest ye flood your fortress. They're both quite useful if you want to build a DoomsdayDevice. Or drown goblins and torch Elven traders and their wooden tools.
21st Oct '16 2:25:01 AM CassetteTapeHologram
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** Dead Money also gives us the complementary voucher bug, which gives you a potentially infinite number of floating little squares, which you can place anything one. You can literally build a house out minigun ammo, guns money, or anything else with its aid. (though 5mm ammo is preferred by players)

to:

** Dead Money also gives us the complementary voucher bug, which gives you a potentially infinite number of floating little squares, which you can place anything one. You can literally build a house out of minigun ammo, guns money, guns, money or anything else with its aid. (though 5mm ammo is preferred by players)
13th Oct '16 6:02:49 PM WaxingName
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* ''VideoGame/SuperMario64'' features a primitive form of this trope. The first level contains a completely unnecessary bridge that seesaws when Mario steps on it. Why? Because it was damned impressive by 1996 standards, that's why.

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* ''VideoGame/SuperMario64'' features a primitive form of this trope. The first level contains a ''VideoGame/TheLegendOfZeldaTheWindWaker'' has very impressive realistic physics on rope bridges, where the bridges can actually exhibit ''standing waves'' under certain circumstances. Arguably, the ability to destroy such bridges in the game by breaking their supporting ropes one by one was included just to show off the physics, which is completely unnecessary bridge that seesaws when Mario steps on it. Why? Because it was damned unneccesary. ''The Wind Waker'' also exhibits pretty impressive cloth simulation for the time, though it is much glitchier than one might expect.
* The developers for ''VideoGame/TheLegendOfZeldaBreathOfTheWild'' went out of their way to make the physics as advanced and detailed as possible. New tools have been developed or reworked from being 2D-only items to take advantage of it, and many new puzzles have been developed around it as well. To give a few examples, the Magnesis item gives you a [[ExtraOreDinary giant magnet]] that allows you to levitate metallic objects wherever you want to, the Stasis item holds an object [[TimeStandsStill in place]] and allows you to let it build kinetic energy in a particular direction
by 1996 standards, that's why.continuously hitting it, and the Remote Bombs item allows you to place spherical or cubic bombs whether or not you want them to roll around.



** The UsefulNotes/SegaGenesis ''SonicTheHedgehog'' games had a rather advanced physics engine for the time to go along with the games' great speed, as Sonic could realistically pick up speed from running or rolling down a hill. As such the original games tended to have long downhill stretches with no other purpose than to show how blisteringly fast Sonic can go. This is most noticeable in GreenHillZone in the [[VideoGame/SonicTheHedgehog1 original game]], where Sonic rolls down a pipe and gets launched up a ramp hundreds of feet into the huge pile of rings.

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** The original UsefulNotes/SegaGenesis ''SonicTheHedgehog'' games had a rather advanced physics engine for the time to go along with the games' great speed, as Sonic could realistically pick up speed from running or rolling down a hill. As such the original games tended to have long downhill stretches with no other purpose than to show how blisteringly fast Sonic can go. This is most noticeable in GreenHillZone in the [[VideoGame/SonicTheHedgehog1 original game]], where Sonic rolls down a pipe and gets launched up a ramp hundreds of feet into the huge pile of rings. In fact, discarding these physics in favor of the nerfed mechanics seen in ''Sonic Advance 2'' and ''Sonic Rush'' was one of the major reasons why ''VideoGame/SonicTheHedgehog4: Episode I'' had such a mixed reception.






* ''VideoGame/SuperMario64'' features a primitive form of this trope. The first level contains a completely unnecessary bridge that seesaws when Mario steps on it. Why? Because it was damned impressive by 1996 standards, that's why.




* ''VideoGame/TheLegendOfZeldaTheWindWaker'' has very impressive realistic physics on rope bridges, where the bridges can actually exhibit ''standing waves'' under certain circumstances. Arguably, the ability to destroy such bridges in the game by breaking their supporting ropes one by one was included just to show off the physics, which is completely unneccesary. ''The Wind Waker'' also exhibits pretty impressive cloth simulation for the time, though it is much glitchier than one might expect.
7th Oct '16 10:17:10 PM czfjrod
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** Ironically, the physics engine Valve chose wasn't even made by Havok. It was made by a German competitor named Ipion Virtual Physics who got [[StealingTheCredit bought out by Havok]] before ''Half-Life 2'' came out. The leaked source code shed light on that.

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** Ironically, the physics engine Valve chose wasn't even made by Havok. It was made by a German competitor named Ipion Virtual Physics who got [[StealingTheCredit bought out by Havok]] before ''Half-Life 2'' came out. The leaked source code shed light on that.It was effective enough then that Valve was willing to pay Havok $50k per game until they made Rubikon for Source 2.
7th Oct '16 10:14:44 PM czfjrod
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Added DiffLines:

** Ironically, the physics engine Valve chose wasn't even made by Havok. It was made by a German competitor named Ipion Virtual Physics who got [[StealingTheCredit bought out by Havok]] before ''Half-Life 2'' came out. The leaked source code shed light on that.
18th Sep '16 7:31:18 PM nombretomado
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* ''AlanWake'' uses this when the [[EldritchAbomination Dark Presence]] starts possessing objects and throwing them at you. The physics can look quite amazing when seen on a large scale, but the engine shows you its true potential during the very last level, when the [[spoiler: Dark Presence starts pulling objects up from the bottom of the lake and throwing them all at you in a last ditch effort to stop Alan.]] Said objects include several trucks, A LOT of building debris, and a boat. As in a fairly decent sailboat. [[OhCrap Yeah.]]

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* ''AlanWake'' ''VideoGame/AlanWake'' uses this when the [[EldritchAbomination Dark Presence]] starts possessing objects and throwing them at you. The physics can look quite amazing when seen on a large scale, but the engine shows you its true potential during the very last level, when the [[spoiler: Dark Presence starts pulling objects up from the bottom of the lake and throwing them all at you in a last ditch effort to stop Alan.]] Said objects include several trucks, A LOT of building debris, and a boat. As in a fairly decent sailboat. [[OhCrap Yeah.]]
14th Sep '16 2:15:46 PM Dallenson
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* ''VideoGame/StairDismount'' is one of the earliest examples, developed in 2002 with the goal of using the interactive physics engine to throw a ragdoll down some stairs and causing as much damage as possible.

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* ''VideoGame/StairDismount'' is one of the earliest examples, developed in 2002 with the goal of using the interactive physics engine to throw a ragdoll down some stairs and causing as much damage as possible. The sequel, ''Turbo Dismount'' takes this even further with the types of hazards you can place, the vehicles that Mr. Dismount and co. drives along with the ridiculous courses and traffic that can both destroy your vehicle but dismember the driver. You even get an achievement for completely obliterating (specifically, no limbs are connected to anything else on the former body) Mr. Dismount.
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