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Discernment between hypothetical physics and Halo's physics
Jul 26, 2017 1:19 PM
Joined: Jun 06, 2015
Posts: 1795
As of recently, some people have been claiming that all of Halo's physics is the same as IRL.
That is a fallacious statement. The only physics that is indeed applicable IRL is the physics of Halo's shooting system - projectile mass / velocity, range , distance and overall motion of bipeds / vehicles.

Certain aspects of physics do not apply to the game and this can be proven by;

(1) Archimedes principle.
(2) Aristotle's argument.
(3) Newton's third law of motion.


(1) Archimedes’ principle, physical law of buoyancy

Discovered by the ancient Greek mathematician and inventor Archimedes, stating that any body completely or partially submerged in a fluid (gas or liquid) at rest is acted upon by an upward, or buoyant, force the magnitude of which is equal to the weight of the fluid displaced by the body. The volume of displaced fluid is equivalent to the volume of an object fully immersed in a fluid or to that fraction of the volume below the surface for an object partially submerged in a liquid. The weight of the displaced portion of the fluid is equivalent to the magnitude of the buoyant force. The buoyant force on a body floating in a liquid or gas is also equivalent in magnitude to the weight of the floating object and is opposite in direction; the object neither rises nor sinks. For example, a ship that is launched sinks into the ocean until the weight of the water it displaces is just equal to its own weight. As the ship is loaded, it sinks deeper, displacing more water, and so the magnitude of the buoyant force continuously matches the weight of the ship and its cargo.

* When you drive a warthog in water, it just moves like it's driving on a smooth terrain.


(2) The motion according to Aristotle

One of the fundamental propositions of Aristotelian philosophy is that there is no effect without a cause. Applied to moving bodies, this proposition dictates that there is no motion without a force. Speed, then is proportional to force and inversely proportional to resistance.


(though none of these quantities were unambiguously defined). This notion is not at all unreasonable if one takes as one's defining case of motion, say, an ox pulling a cart: the cart only moves if the ox pulls, and when the ox stops pulling the cart stops.

* In Halo, if you stand next to warthog and run forward, the hog moves... The hog is more than 5x your mass. It's disproportionate.


(3) Newton's third law of motion

A force is a push or a pull that acts upon an object as a results of its interaction with another object. Forces result from interactions! Some forces result from contact interactions (normal, frictional, tensional, and applied forces are examples of contact forces) and other forces are the result of action-at-a-distance interactions (gravitational, electrical, and magnetic forces). According to Newton, whenever objects A and B interact with each other, they exert forces upon each other. When you sit in your chair, your body exerts a downward force on the chair and the chair exerts an upward force on your body. There are two forces resulting from this interaction - a force on the chair and a force on your body. These two forces are called action and reaction forces and are the subject of Newton's third law of motion. Formally stated, Newton's third law is:
For every action, there is an equal and opposite reaction.
The statement means that in every interaction, there is a pair of forces acting on the two interacting objects. The size of the forces on the first object equals the size of the force on the second object. The direction of the force on the first object is opposite to the direction of the force on the second object. Forces always come in pairs - equal and opposite action-reaction force pairs.

* If you were to bump into another player model (biped) they will not move... There is no opposite reaction.


Note - Change the way in which you think of the game, Halo doesn't have standard SI units, which means that you cannot have derived quantities with units like metres per seconds, there's only generic 3ds max units.


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Last edited by: robin3sk Jul 26, 2017 1:30 PM