Baked physics

From Valve Developer Community
Revision as of 14:49, 8 January 2024 by SirYodaJedi (talk | contribs) (mention CZDS)
Jump to navigation Jump to search
An example of cinematic physics from the beginning of Half-Life 2: Episode Two Half-Life 2: Episode Two.
(Click to view if GIF does not play automatically).

Cinematic physics, or baked physics, are baked animations created in an offline animation package that are not simulated in real-time, typically portraying large destruction events, played back in-game by the Source Engine. Valve used Blast Code to create complex physics simulations in Source 1 games, most of which were done by Gray Horsfield, which is no longer available, but there are alternative solutions. Introduced in Half Life 2 : Episode 2, Cinematic physics are often played back in game at specific events, often for narrative purposes. Cinematic physics typically get streamed in from .ani animation files, which fragment the animation data so it can get loaded on-demand in game.


When creating cinematic physics, it is important to keep the limitations of the Source Engine in mind, such as limitation of object count per model, which may require using multiple models for a single effect. It is recommended to create the model in 3 states : pre-destruction, the actual destruction animation, and a post-destruction model that Source can show after the animation has finished.

Broom icon.png
This article or section needs to be cleaned up to conform to a higher standard of quality because:
This concept is engine-agnostic and was not introduced with Half-Life 2: Episode Two Half-Life 2: Episode Two.
Baked physics are used in GoldSrc GoldSrc as well, with extensive usage in Condition Zero Deleted Scenes Condition Zero Deleted Scenes.
For help, see the VDC Editing Help and Wikipedia cleanup process. Also, remember to check for any notes left by the tagger at this article's talk page.

See also

External links