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Game physics vary greatly in their degree of similarity to real-world physics. Sometimes, the physics of a game may be designed to mimic the physics of the real world as accurately as is feasible, in order to appear realistic to the player or observer. In other cases, games may intentionally deviate from actual physics for gameplay purposes.
These engines allow simulation of the way bodies of many types are affected by a variety of physical stimuli. They are also used to create Dynamical simulations without having to know anything about physics. Physics engines are used throughout the video game and movie industry, but not all physics engines are alike.
ROYGBIV (in reverse VIBGYOR) is commonly used to remember the order of colors in the visible light spectrum, as seen in a rainbow. Richard of York gave battle in vain" (red, orange, yellow, green, blue, indigo, violet). Additionally, the fictitious name Roy G. Biv can be used as well. (red, orange, yellow, green, blue, indigo, violet).
To remember the order of taxa in biology (Domain, Kingdom, Phylum, Class, Order, Family, Genus, Species, [Variety]): "Dear King Philip Came Over For Good Soup" is often cited as a non-vulgar method for teaching students to memorize the taxonomic classification of system.
In games such as Angry Birds or World of Goo, physically based animation is itself the primary game mechanic and players are expected to interact with or create physically simulated systems in order to achieve goals. Aspects of physics puzzle games exist in many games that belong to other genres but feature physically based simulation.
Physics engines for video games typically have two core components, a collision detection/collision response system, and the dynamics simulation component responsible for solving the forces affecting the simulated objects. Modern physics engines may also contain fluid simulations, animation control systems and asset integration tools.
A particle system is a technique in game physics, motion graphics, and computer graphics that uses many minute sprites, 3D models, or other graphic objects to simulate certain kinds of "fuzzy" phenomena, which are otherwise very hard to reproduce with conventional rendering techniques – usually highly chaotic systems, natural phenomena, or ...
Being a DSP however, it is much more dependent on the CPU to do useful work in a game engine, and would not be capable of implementing a full physics API, so it cannot be classed as a PPU. Also VU0 is capable of providing additional vertex processing power, though this is more a property of the pathways in the system rather than the unit itself.