Sharu said:
1. Right. |
Are you mixing up real time physics with reactive animations?
Real time physics is when the necessary math required is calculated in real time to generated the effect needed to accurately proceed the cause (very few games actually use this). What MK8 uses are essentially reactive animations, where the game has pre-set animations that go off when certain parameters are met.
Not that it matters in the slightest, the end result is pretty much identical in MK8. The only difference is pre-set decisions are a lot simpler to run, so if your game doesn't have a large enough number of possible variants in the parameters, they are the best option to go with. It may use real time calculations for some things (most games do), but having using real time physics for everything would frankly be a waist of resources.
Soft body physics beat the shit out of everything though ;D Too bad they are so rarley used D: