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The Triumphant Return of Video Game Physics

Let’s smash and break stuff like it’s 2007

Alex Rowe
6 min readMay 14, 2025
A dynamically crumbling wooden building sits in front of a burning castle in an early battlefield in Doom: The Dark Ages. Rain pours down across the whole scene, and the player’s weapon and shield hover at the bottom of the frame.
You can bash up a bunch of structures like this in the new Doom: The Dark Ages. It might be the best thing about the game? PC screenshot taken by the author.

Twenty years ago, the Xbox 360 and PS3 were the hottest new consoles, and they came packed with amazing new multi-core processors that enabled all sorts of exciting graphical effects. Inspired by things like the famous gravity gun in Half-Life 2, game developers used that newfound CPU grunt to push accelerated physics objects into the corners of every video game.

You couldn’t walk more than a few steps in any game world on those platforms without running into things that you could topple, crumple, or send ragdolling away. Decent physics simulations became a normal part of game engines, and showed up even in lower budget titles. Games like BioShock, Oblivion, Borderlands 2, and Red Faction Guerilla were full of dynamic props that helped sell the realism of their worlds in areas where the raw visual rendering fell short.

But then something silly happened. The PS4 and the Xbox One launched with wildly underpowered AMD “Jaguar” CPU cores. I’m sure the hardware manufacturers hoped that development studios would use GPU resources for things like physics instead of higher resolutions or better framerates — but they didn’t. There was a brief explosion of GPU particles everywhere in 2013 (see old launch games like Knack or Killer Instinct), but the worlds…

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Alex Rowe
Alex Rowe

Written by Alex Rowe

I post commentary about gaming, tech, and sometimes music. I’ve written professionally about games since 2005. Look mom, I’m using my English degree!

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