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 Gameguru Mania News - May,10 2004 -  
Croteam Weekly/Bi-Monthly Report #10-11 - briefly
(hx) 02:30 PM CEST - May,10 2004 - Post a comment
Croteam has posted their latest update about Serious Sam 2 on their website, this time they talk about physic:
Serious Physics - Part II
As you know, there is a small amount of physics engines which could be licensed and which are currently used in most of the games. After experiencing first thrills while seeing physics in real-time action, you could realize that something is still missing.
Physics is one of the areas where we are serious about moving boundaries once again. We say once again, because in 2001. with Serious Sam we moved boundaries from having max. 5 creatures on screen at once to having fast frantic action with hundreds of fast moving enemies, all at once and all in open spaces. Many claimed it wasn't possible, but we proved otherwise.
Now, we want to do the same in physics area. That's one of the main reasons we decided to go with our own Serious Physics.
Serious Physics Engine already functional for some time now, but this is not something we think was sufficient. So, our physics guys took some time to optimize the main part of the physics engine, with special optimization on main physics algorithm. It took some long study of large amount of fat physics books and thinking of new undiscovered algorithms, but it was worth the time. The result is that the physics now runs around 1000 times faster! Is it because the old code was slower than it should have been or if this one is super-ultra-fast, it is for everyone to speculate.
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