I read an article on the Web a few months ago that 3D games were only 10 years away from photorealistic images. I like graphics as much as anyone else, but I do not see a great advantage for these graphics.

I believe that the true fun value of video games will come from the amount to interaction and control in the game itself. By interaction I mean fully interactive world were objects can be manipulated, moved, and even has the principles of statics and dynamics applied to the buildings and objects. For instance the building that falls in the first level of “Gears of War” is interesting the first time, but redundant as you replay the level. Imagine the player placing explosives throughout a building, then goes out of the building to set off the explosives. If the building was damaged mathematically according to were the explosives were placed, there would be new elements of game play.

The best examples of the kind of interactivity I want is “Legend of Zelda: Ocarina of Time” and “Little Big Planet”. Of course games that include level editors and scripting tools such as the “Unreal” series is always a plus.

It was trying to learn the Unreal editor that made me believe real time statics and dynamics was possible. In the editor there are “assets” or the things such as objects, weapons, players, etc. that make the game. Suppose another aspect was added to those assets such as a skeletal shape that determines how forces (explosions, bullets, players) effect the shape. You could use the skeleton as much as you want and have many interactive environments. That would mean that shooting a building would result more than just a few bullet holes that disappear when the player looks away. By using basic shape skeletons and applying them as you would an object, the player has fully interactive environments.

The solution is more complicated than just writing this essay. How do I propose to add this interactive landscape and place it in a game which is already very complex. First the think is to build a skeleton of the interactive part of the landscape. When you learn to draw, you learn that everything in the world is a combination of smaller, simple shapes. That should apply to the skeleton. Shapes are easily defined by geometric equations.

Now we must define how the skeleton to describe these simple shapes will be constructed. The answer is an infinite many number of lines at different angles supporting the shape. I will give the example of the astroid inside the ellipse that has previously been noted on www.constructorscorner.net . This is not a unique case. There are infinite many of such shapes and examples. The challenging part is to keep it simple, that is, determining the number of lines necessary to explain how the forces effect the shape.

Now is the most important part which is solving the equations of the forces. It needs to be a calculation that will not take minutes to solve. We need real life physics in real time. Here are some strategies I propose:

The Ssine and Scosine combined with the LSsine and LScosine have very significant applications in statics and dynamics. For example, in dynamics we already have an instant center. The LSsine and LScosine will help use maintain the same force over all angles; the LSsine and LScosine will help determine equal forces and new forces at different angles by solving the force system only once then plugging values into the LSine circle.

Suppose there are many forces acting at one point on a combination of rotating arms of machinery, each rotates in a circle. Because the force is circular but not centered the combination of forces form a curve. This curve can be graphed and referred to as need saving much calculation time.

This is just a rough draft. It is sort of a thesis to a paper I haven’t written yet. Remember the ideas here are just something I proposed, it is not researched or referenced yet. I hope it is clear in what I am trying to say. However, much work is needed.