GamePhys

The Video Game Physics Blog

Battlefield: Bad Company 2 Gameplay Physics and Destruction Video

YouTube user and Battlefield: Bad Company 2 player, zappload has made a really nice video showing off the physics and destruction in Battlefield: Bad Company 2. In this video zappload goes around shooting things and blowing them up to show the awesome physics and destruction that the games features. If you are not familiar with BFBC2, The game uses the Frostbite Engine and pretty much everything on the battlefield can be destroyed, trees fall down, houses collapse, concrete walls get blown away creating paths not there before, craters are left in the ground, giant holes get blown in the side of the house, at the end of a match there is not much left to hide behind the the entire battlefield looks different like a giant battle did take place.

Be sure to check out our previous postings about the physics and destruction in Battlefield Bad Company 2:

Entire Buildings Collapse in Battlefield Bad Company 2 With Destruction 2.0

The Physics and Destruction of Battlefield Bad Company 2

Battlefield Bad Company 2 Demolition Physics and Destruction DX11 Video


[OLD BUT AWESOME] Infernal Engine VELOCITY Physics Tornado PC Demo and Ghost Busters Physics Gameplay Videos

Though these are pretty old videos now, they came out long before we started GamePhys. We thought you would find these physics videos interesting as the videos themselves were not that popular however they show off some impressive and amazing video game physics from the Infernal Engine VELOCITY Physics engine. Infernal Engine was recently used for the Ghost Busters video game and features the VELOCITY Physics engine that can run it’s physics calculations on Multi-Core CPU’s.

In these videos from HardOCP.com they show off some impressive physics features, check them out below and be sure to check out [H]ardOCP.com and the Infernal Engine VELOCITY Physics page.

From the Infernal Engine VELOCITY Physics information page:

VELOCITY® Physics

Why license another piece of middleware for your project? The Infernal Engine’s complete solution includes the VELOCITY® Physics Engine, a highly advanced physics simulator. Designed around the needs for amazing destructible environments in Ghostbusters: The Video Game, VELOCITY provides immersive interaction for your title.

Key Features

  • Advanced collision system maintains thousands of simulating objects on next-gen hardware
  • Advanced dynamic destruction for scenery & environmental objects
  • Accurate vehicle driving dynamics
  • Ultra-real human body physics with anatomical joint constraints and simulated muscles/tendons
  • Advanced hair and cloth simulation for actors

Infernal Engine VELOCITY Physics Tornado PC Demo:

Infernal Engine VELOCITY Physics Ghost Busters Gameplay and Testing Favorite:

Battlefield Bad Company 2 Demolition Physics and Destruction DX11 Video

YouTube User freedomliberator has made a really nice video from the retail version of Battlefield bad Company 2 showing off the physics and destruction that the game has. In this video he keeps shooting grenades at buildings until they completely collapse showing off the awesome destruction in the game. If you are not familiar with BFBC2, The game uses the Frostbite Engine and pretty much everything on the battlefield can be destroyed, trees fall down, houses collapse, concrete walls get blown away creating paths not there before, craters are left in the ground, giant holes get blown in the side of the house, at the end of a match there is not much left to hide behind the the entire battlefield looks different like a giant battle did take place.

Check out the video below.

Be sure to check out our previous postings about the physics and destruction in Battlefield Bad Company 2:

Entire Buildings Collapse in Battlefield Bad Company 2 With Destruction 2.0
The Physics and Destruction of Battlefield Bad Company 2

Battlefield Bad Company 2 – demolition physics DX11:

Battlefield: Bad Company 2 Technical Background Q&A Talks about Physics

PC Games hardware as done a really nice and in-depth Q&A interview with the Battlefield: Bad Company 2 PC version producer, Anders Gyllenberg. In the interview pretty much every technical aspect of the PC version of BFBC2 was talked about, from the use of DX11, ATI Eyefinity support, AA support, Multicore CPU support, and most interesting to us the physics used in the game. As we know BFBC2 uses the Havok Physics engine to produce some impressive physics and destructible environments in the game but PCGH asks why they chose a middleware physics solution such as Havok and asks what his opinion is on GPU-Accelerated physics. Read the rest of the interview here.

If you are interested in the impressive physics in Battlefield: Bad Company 2 be sure to check out The Physics and Destruction of Battlefield Bad Company 2 and also Entire Buildings Collapse in Battlefield Bad Company 2 With Destruction 2.0 for some impressive videos from the PC Beta of the game.

From the PCGH Battlefield: Bad Company 2 technical background Q&A:

PCGH: Frostbite Engine uses Havok physic engine. Why do you decide to work with a middleware solution? Does Frostbite support an advanced destruction system [yeah, we know it do so ;-) “Destruction 2.0”] like terra forming or other physic that influences gameplay? What is your personal opinion about GPU-accelerated PhysX or physics in general?

Anders Gyllenberg: Havok is a good base for us and we have built many layers of our own on top of it to support destruction and our large-scale multiplayer worlds. One interesting feature and quite unique feature is the destructible terrain – it actually affects gameplay and allows the player to take cover in the craters created. We are currently performing all our physics computations on the CPU cores in parallel. CPU/GPU hybrid solutions are an interesting future prospect.

Read the rest of the interview here.


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