Kyros on 07 August 2008
The physics calculations relevant to gaming do not seem overly complicated or even something last generation wasn't capable of.
Depends on what you do. Physics can be very simple and they can be amazingly complex. And they get from one extreme to the other in a few steps.
For example the Euphoria engine had to be cut from the Wii version of Force Unleashed.
"Simulating" correct physical interaction of single objects is no problem. But I think a unified physics model that controls the interaction of all objects is something that will come increasingly (Littlebigplanet is a cool example of something like that and its only 2.5 dimensional) and this can use any amount of processing power you can throw at it depending on how good it should be.







