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		<id>https://di.diablowiki.net/index.php?action=history&amp;feed=atom&amp;title=Physics</id>
		<title>Physics - Revision history</title>
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		<updated>2026-04-11T17:16:44Z</updated>
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	<entry>
		<id>https://di.diablowiki.net/index.php?title=Physics&amp;diff=30331&amp;oldid=prev</id>
		<title>Risingred: /* The Role of Physics in Gameplay */  clarifying a statement</title>
		<link rel="alternate" type="text/html" href="https://di.diablowiki.net/index.php?title=Physics&amp;diff=30331&amp;oldid=prev"/>
				<updated>2011-05-19T20:16:07Z</updated>
		
		<summary type="html">&lt;p&gt;‎&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;The Role of Physics in Gameplay: &lt;/span&gt;  clarifying a statement&lt;/span&gt;&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class='diff-marker' /&gt;
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				&lt;tr style='vertical-align: top;' lang='en'&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;Revision as of 20:16, 19 May 2011&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l17&quot; &gt;Line 17:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 17:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Due to the physics system in D3, it is unlikely to have [[spell]]s or [[skill]]s such as {{iw|Corpse_Explosion corpse explosion}}, or other abilities that depend upon having a corpse nearby.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Due to the physics system in D3, it is unlikely to have [[spell]]s or [[skill]]s such as {{iw|Corpse_Explosion corpse explosion}}, or other abilities that depend upon having a corpse nearby.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;However, once dead, a body in Diablo III can be flung around by force, literally torn apart by [[critical]] hits, a frozen body can shatter, or the skeleton of a monster can be torn from its corpse and flung across the screen in gory fashion when enough force is exerted by the player. Since the removal of the [[PVP]] switch in Diablo III, player corpses can also be manipulated in such a way in the game-world by monsters and other player's spells and abilities, which will ensure that a good, wholesome time is had by all.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;However, once dead, a body in Diablo III can be flung around by force, literally torn apart by [[critical]] hits, a frozen body can shatter, or the skeleton of a monster can be torn from its corpse and flung across the screen in gory fashion when enough force is exerted by the player. Since the removal of the [[PVP]] switch in Diablo III&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;, and the fact that players won't be doing &amp;quot;corpse runs&amp;quot; to retrieve their items due to the new [[checkpoint]] system&lt;/ins&gt;, player corpses can also be manipulated in such a way in the game-world by monsters and other player's spells and abilities, which will ensure that a good, wholesome time is had by all.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;In addition to being generally perceived as &amp;quot;cool&amp;quot;, these effects also serve as a visual indicator of how much damage and force a character is able to output.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;In addition to being generally perceived as &amp;quot;cool&amp;quot;, these effects also serve as a visual indicator of how much damage and force a character is able to output.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;===References===&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;===References===&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Risingred</name></author>	</entry>

	<entry>
		<id>https://di.diablowiki.net/index.php?title=Physics&amp;diff=30330&amp;oldid=prev</id>
		<title>Risingred: origin page</title>
		<link rel="alternate" type="text/html" href="https://di.diablowiki.net/index.php?title=Physics&amp;diff=30330&amp;oldid=prev"/>
				<updated>2011-05-19T20:13:44Z</updated>
		
		<summary type="html">&lt;p&gt;origin page&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;'''Physics''' refers to a feature that game developers may use to add weight and realistic behavior to objects in video games.&amp;lt;ref&amp;gt;[http://archive.gamedev.net/reference/list.asp?categoryid=28 Physics in Games] - GameDev 19/05/11&amp;lt;/ref&amp;gt; [[Blizzard]] began work on [[Diablo III]] utilizing the havok physics system, but according to [[Bashiok]], they later dropped it in favor of developing their own in-house physics engine.&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/whips-plus-no-more-havok-in-diablo-iii/ No More Havok in Diablo III] - Diablo.Incgamers.com 10/11/10&amp;lt;/ref&amp;gt; [[Destructibles]] are enabled by usage of the physics system.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Physics as a Visual Component===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As mentioned, physics engines in video games allow the developers to add weight and realistic behavior to objects in the game. This consists of things such as cloth moving or flapping in a realistic way during movement or in the wind, objects falling to the ground in ways that aren't pre-rendered or identical, wood splintering when broken, or a variety of other ways.&lt;br /&gt;
In Diablo III, all of these aspects are present, but bodies are also included in this. It's generally referred to as &amp;quot;ragdoll physics&amp;quot; when the player can manipulate a dead body in a way that is at least more realistic than a pre-rendered animation.&lt;br /&gt;
&lt;br /&gt;
Monster [[death]]s in Diablo III are all pre-animated, but once the monster is dead, if there is a body left to manipulate, it can be manipulated, as seen below.&lt;br /&gt;
&lt;br /&gt;
[[Image:Physics_ingame.jpg|Thumb|450px|center|Click to embiggerate.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Role of Physics in Gameplay===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Due to the physics system in D3, it is unlikely to have [[spell]]s or [[skill]]s such as {{iw|Corpse_Explosion corpse explosion}}, or other abilities that depend upon having a corpse nearby.&lt;br /&gt;
However, once dead, a body in Diablo III can be flung around by force, literally torn apart by [[critical]] hits, a frozen body can shatter, or the skeleton of a monster can be torn from its corpse and flung across the screen in gory fashion when enough force is exerted by the player. Since the removal of the [[PVP]] switch in Diablo III, player corpses can also be manipulated in such a way in the game-world by monsters and other player's spells and abilities, which will ensure that a good, wholesome time is had by all.&lt;br /&gt;
&lt;br /&gt;
In addition to being generally perceived as &amp;quot;cool&amp;quot;, these effects also serve as a visual indicator of how much damage and force a character is able to output.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===References===&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[category:gameplay]]&lt;br /&gt;
[[category:reference]]&lt;/div&gt;</summary>
		<author><name>Risingred</name></author>	</entry>

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