Should a game's physics be simulated or emulated? I had a fascinating discussion with a video game engineer about this very topic, and it reveals so much about the art of game development. On the surface, the two concepts sound similar, but they are worlds apart: ▶️ Emulation is like a clever magic trick. It's about understanding an input (like a car hitting a wall) and creating a pre-designed, believable output. It’s efficient and light on system resources. ⚙️ Simulation is like building a mini-universe. It applies the actual rules of physics to that same input, calculating a realistic outcome from scratch. It’s powerful and dynamic but incredibly demanding on performance. Here's the developer's dilemma: If emulation can be done so well that a gamer would never know the difference, is a resource-heavy simulation necessary? Should we build something complex just to flex our technical prowess, or should we use the simpler, more efficient method? The answer isn't...
Join me in this blog where I share my thoughts and experiences, primarily stemming from my career in Video Game QA.
This blog was started back in 2006, seldom had any updates besides a few game reviews.
Reviving it in 2025, because I have some stories to tell, some thoughts to share.
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