6th August 2010, 4:39 PM
I think what you're wanting is a consistent single system of code for ALL objects, like our universe. Unfortunately games aren't that clean, they can't be right now. To simulate EVERYTHING physically is just too much for what the Mirror's Edge engine is trying to accomplish. Right now, it's not going to use physics processing everything. That's one thing to keep in mind.
There's also the matter of handling how a character actually reacts while falling. We're still mostly stuck with scripting for the most part, except for "rag dolls" when dying. To really work, that needs some serious additions like total procedurally generated animation. That's another thing entirely from physics processing, because now we're dealing with animate people instead of just inanimate windows and cloth. Even modern "ragdoll" deaths still look really silly.
There's also the matter of handling how a character actually reacts while falling. We're still mostly stuck with scripting for the most part, except for "rag dolls" when dying. To really work, that needs some serious additions like total procedurally generated animation. That's another thing entirely from physics processing, because now we're dealing with animate people instead of just inanimate windows and cloth. Even modern "ragdoll" deaths still look really silly.
"On two occasions, I have been asked [by members of Parliament], 'Pray, Mr. Babbage, if you put into the machine wrong figures, will the right answers come out?' I am not able to rightly apprehend the kind of confusion of ideas that could provoke such a question." ~ Charles Babbage (1791-1871)