Physics in 3D Worlds - Relating Video Games to Schoolwork
Have you ever wondered what goes into the visual creation of those 3D worlds (and video games)? If you ever look closely at the 3D characters (and objects), you should be able to tell that there are some identifiable 3D shapes (especially with the older 3D worlds). If you ever get the chance to see wireframes, you'd be surprised to see the whole 3D world without it's shading and only having multitudes of odd shapes that are made up of only edges. What you would be seeing is the visual coding of the objects (wireframes). They are all the 3D models involved in the 3D world and they are made up of (visually) just many geometric shapes. Obviously, if geometry were involved in these 3D worlds (all of them, in fact), then that would mean that geometric concepts (such as volume and area) would also be used [or, at the least, would help sooner or later].
But, you would be wondering how or why geometry would be used in 3D video games (and for that matter, 3D worlds). Especially in coding 3D adventure video games, it is very important [or rather desirable for the consumer] that the experience of controlling (and viewing) a 3D character(s) and/or 3D object(s) be as close to reality as possible. Of course, we could take the visual actions literally and code the actions of objects' interractions as literal instructions (as in, code what happens based on what you only see), but then that would be difficult and 'glitchy'.
To code what happens based on only what you see would be similar to animation, where everything seen is repetitively worked on, frame by frame. With animating, wouldn't you rather give personalities for every character and then...