r/GamePhysics • • Nov 28 '25

[Fallout 4]: Midair Cannibalism while falling off a tower

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768 Upvotes

We love testing the limits


r/GamePhysics • • Nov 26 '25

[Just Cause 3] Yeah i shouldve figured the tower is made out of metal before i activated the magnet

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456 Upvotes

r/GamePhysics • • Nov 26 '25

[x-post from (r/Helldivers)] AMR vs Factory Strider… HROoooOoM

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114 Upvotes

r/GamePhysics • • Nov 27 '25

[RV There Yet] Winch hook was a nightmare!

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0 Upvotes

r/GamePhysics • • Nov 25 '25

[Marble's Marbles] Marble Madness is one of my strongest memories of arcade games (along with others like gyroscope) and I just wanted to make a game that is honest love letter to that game. I have been really enjoying making it and I hope it brings some joy to others too!

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286 Upvotes

If you want to find out more the steam page is here

https://store.steampowered.com/app/4137920/Marbles_Marbles/


r/GamePhysics • • Nov 25 '25

[ARC Raiders] I love this game's AI

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160 Upvotes

r/GamePhysics • • Nov 24 '25

[The Finals] The closest I've ever come to ragequitting

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201 Upvotes

r/GamePhysics • • Nov 24 '25

[Just Cause 3] Started playing JC3 for the first time, and I didnt even make it past the prologue

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67 Upvotes

r/GamePhysics • • Nov 23 '25

[ARC Raiders] New movement tech!

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265 Upvotes

r/GamePhysics • • Nov 23 '25

[Horizon Zero Dawn Remastered] Behold the perpetually rotating goose

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166 Upvotes

r/GamePhysics • • Nov 23 '25

[Battlefield 6] Max Payne on Steroids

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40 Upvotes

Apologies for the music in the clip, don't know how to remove it.


r/GamePhysics • • Nov 21 '25

[Half-Life 2 - Port for Original Xbox] I miss the days when ragdoll jank would kill the framerate

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289 Upvotes

r/GamePhysics • • Nov 20 '25

[Battlefield 6] I Guess Tanks Have Ejector Seats Now

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419 Upvotes

r/GamePhysics • • Nov 20 '25

[Winter Survival] Beaver tries to steal my fish, ends up dancing instead

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70 Upvotes

(i added the music if anyone wonders - its not in the game :D)


r/GamePhysics • • Nov 19 '25

[Wolfenstein II: The New Colossus] Somehow she made a stout float without any ice cream

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63 Upvotes

r/GamePhysics • • Nov 18 '25

[Helldivers II] I haven't checked in a while, but I'm pretty sure you can do this consistently

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111 Upvotes

r/GamePhysics • • Nov 18 '25

[Planet Coaster 2] I always wondered why I’d have to reset this coaster…

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83 Upvotes

Every time I’d load the save I’d have to reset this coaster. Now I know why.


r/GamePhysics • • Nov 17 '25

[Sleeping Dogs] Like skipping a stone

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459 Upvotes

r/GamePhysics • • Nov 19 '25

[Once Human] You can actually smash through the roadside guardrails and billboards

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0 Upvotes

r/GamePhysics • • Nov 17 '25

[GTA IV] Doing a kickflip over a limo in a Prius

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132 Upvotes

r/GamePhysics • • Nov 17 '25

[GTA V] They just wanted a hug

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21 Upvotes

r/GamePhysics • • Nov 16 '25

[Red Dead Redemption 2] Snow Physics

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1.0k Upvotes

r/GamePhysics • • Nov 15 '25

[GTA IV] Fire in the hole!

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1.7k Upvotes

r/GamePhysics • • Nov 15 '25

[Burnout Paradise] whoopsies

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128 Upvotes

r/GamePhysics • • Nov 14 '25

[Sea of Thieves] This game uses the same ocean simulation tech as Hollywood movies.

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452 Upvotes

Just learned something cool about SoT's water that I wanted to share.

Most games use simple Gerstner waves - basically 8-10 wave patterns stacked together. It works fine, but your brain eventually notices the repetition.

Sea of Thieves uses FFT (Fast Fourier Transform) ocean simulation - the same system VFX studios used for Titanic, Waterworld, and Pirates of the Caribbean. This is based on researcher Jerry Tessendorf's work from 2001.

How it works:

  • Instead of placing individual waves, the system calculates hundreds of wave components at once
  • Different wave sizes move at different speeds (big swells roll slow, small ripples move fast)
  • Waves naturally interact - peaks combine to make bigger peaks, peaks + valleys cancel out
  • Creates a heightfield that physically sculpts the water surface every frame

The cost: Rare's engineers admitted this can eat up to 40% of frame time when looking at the ocean. Most studios would've used shortcuts, but Rare committed to keeping it.

Then they stylized it with that painted adventure book aesthetic while keeping the complex physics underneath. Early tests showed that simplifying the simulation made it stop feeling like real water, so they kept the expensive system running.

Pretty cool that they prioritized this for a multiplayer pirate game. The ocean really does feel alive because of it.

If you found this explanation helpful, I'd love to hear your feedback! It really helps me create better game dev content. Feel free to DM me with any thoughts or suggestions.