infovore + simulation   14

Gamasutra: Jacques Kerner's Blog - Aerodynamics of Just Cause 4
Some properly gnarly games maths, laid out. I understood some of it? But always nice to see what goes into things, even when you don't enjoy them, especially at that technical-art conjunction.
games  avalanchestudios  justcause  aerodynamics  simulation  programming  maths 
february 2019 by infovore
Vietnam 1965-1975: rediscovering a wargaming masterpiece - Quarter to Three
A detailed and thoughtful analysis of an old wargame - and, specifically, how it focuses on simulating actual possibilities, rather than improbable fantasies; the asymmetry of the design (and the things it strips out). Sounds great. I also like the notes on computer-aided boardgaming.
boardgaming  wargaming  history  simulation 
november 2016 by infovore
Boil Up
"Instead of using a dolphin model, we would, for example, use a colored rectangular solid or some tapered low-polygon basic shape. This plan would save us all a lot of headaches. Or it would have had I stuck to the plan. More on this later." This is a great post from Robert Hodgin about process, showing-everything, and how sometimes ambition leads to way more work, and is probably the right thing to do. Also: I'm still jealous of people who can think in 3D. That's part of my work for this year.
roberthodgin  cinder  simulation  animation  installation  flocking  process  showeverything 
june 2013 by infovore
Prototyping without physics - Edge Magazine
"It should be pointed out, however, that physics is not the only systemic toy upon which fun games can be built. Probability fields, such as those forged by the colours, numbers and suits in a deck of cards, and the stochastic patterns that emerge from mixing those cards up, are another well-known toy upon which many great games are built. In fact, there is a literal infinity of foundational systemic toys upon which meaningful games can be built, yet for the most part, the game industry focuses on building baseline game engines that simulate one single toy that is proven to only be marginally fun: physical reality."
design  games  simulation  physics  toys  systems  clinthocking 
may 2012 by infovore
War, What is it Good For? Learning from Wargaming | Play The Past
Super-good article about wargames, through the lens of the Connections conference, that considers their relevance and what they have to teach, especially within games that aren't about war or conflict.
games  research  connections  simulation  wargames 
august 2011 by infovore
Week 13: Too much is never enough | Urbanscale
"[Mayo is] making a dummy RFID-reader surface for us to mount on a subway turnstile, as well as a companion piece for the MetroCard vending machine. The challenge here is to avoid imposing our own designerly tastes on these artifacts; if we want them to be convincing at that all-important subliminal level, we have to try and imagine them as an extension of the MTA’s existing graphic vocabulary.

And that, in turn, means capturing a certain kind of municipal badness in the design of type and signage: inapposite font selection, clumsy kerning and so on. It’s an odd and demanding kind of discipline — especially for us, with our marked preference for the Vignelliesque."

Realism channeled through suitably ropey implementation.
design  simulation  badness  quality  culture 
april 2011 by infovore
BBC NEWS | Technology | Video game helps with fire drill
"Durham University's Dr Shamus Smith, who helped spearhead the project, told BBC News that that while bespoke 3D modelling software was available, modifying a video game was faster, more cost effective, and had better special effects." Quite true. Although: "gamers" tend to treat it as a game, wheras "non-gamers" treat it as a training exercise, and behave accordingly.
games  technology  simulation  training  fire  safety  source  seriousgames 
february 2009 by infovore
Changing the Game
"Changing the Game (order via Amazon or B&N) is a fast-paced tour of the many ways in which games, already an influential part of millions of people’s lives, have become a profoundly important part of the business world. From connecting with customers, to attracting and training employees, to developing new products and spurring innovation, games have introduced a new level of fun and engagement to the workplace.

Changing the Game introduces you to the ways in which games are being used to enhance productivity at Microsoft, increase profits at Burger King, and raise employee loyalty at Sun Microsystems, among other remarkable examples. It is proof that work not only can be fun--it should be." I shall have to check this out.
games  play  business  culture  communication  learning  education  simulation  book  productivity 
december 2008 by infovore
Games Without Frontiers: 'Pure' Shows Off Fun of 'Artistic' Physics
"In essence, the in-game physics cooked up by Pure's designers isn't merely a matter of being realistic or unrealistic. The physics is evocative, creating your worldview within the game, and even metaphoric: When you play Pure, you realize that physics is one of the truly artistic elements of an action title." Yes! Spot on, Clive Thompson.
pure  games  physics  emotion  evocation  play  simulation  expressionism 
october 2008 by infovore
SIGGRAPH 2008 Papers
Man, SIGGRAPH papers have the best titles. This is a lot of seriously hardcore, cutting edge, graphic-programming nous. Also: "jiggly fluids".
graphics  technology  siggraph  simulation  3D  programming  papers  presentation  research 
august 2008 by infovore
I-Fluid - Accueil
"In I-Fluid you will experience our everyday life from the eyes of…a drop of water!" Stunningly beautiful physics-oriented Windows puzzle game. Makes me want to buy a PC right now.
water  game  play  games  physics  simulation  droplet 
july 2008 by infovore
.CSV » group think
"...the same topic kept coming up, over and over... you can think of it as an amalgamation of crowd theory, human terrain mapping, and social simulation. It is the science of groups; it is a new kind of quantitative political science."
groups  society  social  dyanmics  study  modelling  behaviour  networks  simulation  pernicious 
april 2008 by infovore
Designing User Interfaces to Simulation Games | Don Hopkins
Notes from a talk by Will Wright in 1996. So much good stuff in here; it's almost certainly going to get a dedicated blogpost soon.
maxis  willwright  simulation  interface  design  interaction  models  play 
january 2008 by infovore
NoLimits Roller Coaster Simulation - The Ultimate Roller Coasters Simulator for PC and Mac
NoLimits is a rollercoaster simulator. It looks awfully fun - especially the track designer
games  play  simulation  physics  rollercoaster 
february 2007 by infovore

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