Game Development Reference
In-Depth Information
CHAPTER 19
Sports
The topic of sports is nearly as vast as all of the subjects we've covered combined. There
is a sport for everyone, and a sport that takes advantage of each of the physical models
we've discussed so far. The topic ranges from games full of accessories, such as golf or
polo, to running, where all you need are your own two feet.
One of the most attractive aspects of sports for the game programmer is that they take
place in a limited physical space by design. Unlike a first-person shooter where the player
will eventually reach an artificial boundary, in a sports game the player will not expect
to be able to walk out of the court. Almost all sports have defined dimensions that are
relatively easy to model. Table 19-1 lists a few sports and their professional field di‐
mensions.
Table 19-1. Various field dimensions
Sport
Field size
Soccer (football)
90-120 m long by 45-90 m wide
Football (including end zones)
109.7 m long by 48.8 m wide
Baseball
27.4 m between bases; 18.39 from pitcher's mound to home base; outfield varies
Basketball (international)
28 m by 15 m
Ice hockey (international)
61 m by 30 m
As you can see, other than baseball—where the shape of the outfield changes depending
on what stadium you are in—modeling these field sizes is a rather straightforward ex‐
ercise.
Additionally, the one thing that sports have in common is that they have a human actor.
In this chapter we'll explore how the human action can be simulated as input for the
other physical simulations we've discussed. Specifically, we'll show you an example of
how to model a person swinging a golf club using accurate physiological models. This
is called biomechanics . Before we get into that, another important thing to understand
 
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