youmoveaway,thenshallowsout.Understandingthis
formulaiskeytoplayingKerbalSpaceProgram,inwhich
yousendlittlegreenmentovisitotherplanetsina
kookyyetunforgivingapproximationofoursolar
system.“It’sthethingthatmakesorbitswork,”Falanghe
says.“Ifyoudon’taddthatorbitswilllooklike...well,
theywon’tlooklikecircles.”Indeed,mostKerbal
spaceflightslooklikecraters.
IfKerbalstickstothetextbooksonthiscount,it
‘cheats’onotherfronts.Inparticular,itsidestepsthe
so-called’n-body’problem,wherebyeveryplanetarymass
inagroupexertsagravitationalpulloneveryotherbody
simultaneously.“KSPdoessomethingthatisnotentirely
realisticwhichissometimescalledpatchedconic
approximation,whichisjustafancywayofsayingthatwe
switchgravitysourceswheneveryougetcloseenoughto
anotherone.Whenyoucrossintothe‘sphereofinfluence’
ofthemoon,thesourcesswitch,andnowyou’reonly
affected by gravity from the moon.”
Treating gravity as a strictly two-way affair makes for a
more stable and predictable simulation, which is vital
given that missions in Kerbal can take several in-game
years. It means that the simulation doesn’t have to
recalculate gravity ‘step by step’; indeed, the game can
switch mid-spaceflight to a “deterministic” means of
calculating movement without causing discrepancies. “We
used to call it the rails system because the spacecraft was
on rails, and it basically meant that we could freeze all
physics, and just carry things through space.” Thehorizon,youhavetofigureoutwhereyouareinrelation
totheplanetandapplyforcetowardsthecentre.”
Astohowmuchforceyoushouldapply,most
developersandastrophysicistsfollowIsaacNewton’s
inversesquarelawofgravity,whichdictatesthatan
object’sgravityisstrongupcloseanddropsoffrapidlyasandgravitybecomesevenmoreofa
riddle.“The
definitionofdownisn’tdownanymore,”
saysFelipe
Falanghe,creatorofKerbalSpaceProgram
move .“Youcan’tjust
thingstowardsthebottomofthescreen
ortheSQUARINGTHECIRCLE
Expandtheplayablespace
toencompassanactualplanet,specificmovementtrajectory.pillars,he’llhave
clones.”Assuch,
switchesoffgravity FryingJellysometimes
entirelywhenit
wantstoaddalonglegs,he’ll
beagrasshopper
jumpingonto
brokenmechanic
thatthe
playeruses- he’ll be a cart, he’ll have
Pachniewski. “And each time, there’s a differentgrotesque ways,” says Frying Jelly’s founder Pawelnightmare, where he’s transforming in weird andthosethatadheresternlytothesciencestruggleto
portraytheideasputforwardinAlbertEinstein’s
theoryofgeneralrelativity.UPWARDLYMOBILE
BeforewegettoEinstein,however,let’stalkMario.
Workingouthowtomakeacharacterfallinaplatformer
isoneofgamedevelopment’sbread-and-butter
challenges.Itsoundssimpleenough:yousubtracta
certainverticaldistancefromthecharactereveryframe
unlessthere’ssomethingintheway.Butgettingaleaping
characterto‘feel’rightcantakemonthsofwork,because
everydaygravityisgenerallymoreinconvenientthan
enjoyable.Tomakeitsingina
videogame,youhavetofigureout
howandwhentobreaktherules.
“Ifyouapplygravityontopofa
normaljump,you’regoingtoget
thisparabolashape,”explains
FryingJelly’sEricStryczek,oneof
themindsbehindthedreamyyet
ferocious 99 Fails.“It’sperfect.
[But]itactuallyfeelsreallyterrible
asajump.SowhatMariodidallthe
waybackontheNintendo
EntertainmentSystemwashave
thissortofextrabehaviour–when
you’refalling,velocitygetsexponential.Soyousortof
goup,stayintheairforawhile,andthenyouget
suckedrightbackdownreallyquickly.”
TheequationforhowfastobjectsfallonEarthis
minus9.81metrespersecondsquared–manythird-party
gameengineslikeUnitytreatthisastheroughdefaultfor
theirphysicssystems.ButasStryczekgoeson,“Itfeels
reallyfloatytohaveavaluelikethat.Becausein
platformers,wetendtojumpreallyhigh.Whatalotof
beginnersgetwrongisthattheydon’tmesswiththis
value–you really need to have that snappy feeling.”
In 99 Fails, things are complicated by the protagonist
Zeebo’s habit of changing shape. “Zeebo has this recurringwithrealityoutofnecessityorsimply
inthenameoffun.
Theyaretheirownlittlebespokeuniverses- and even
need a PhD to understand, but most games compromisevisualising equations andphenomena
you’dotherwisespace
sims. These games can be a useful means oftheJenga-esque launch vehicle physics of full-blown 3Dmedium’s birth, from the geometric landslides ofTetris toVideogames have been wrestling with gravity since theGravity
FEATURE
YOU HAVE
TO FIGURE OUT
HOW AND WHEN
TO BREAK
THE RULES