Precomputed Physics
Precomputed physics is a technique in computer graphics and game development where physics simulations, such as object movements, collisions, or deformations, are calculated in advance and stored as data (e.g., in animation files or lookup tables) rather than computed in real-time during runtime. This approach is commonly used for complex or computationally expensive physics effects, like destructible environments, cloth simulation, or fluid dynamics, to reduce processing overhead and ensure consistent performance. It allows developers to achieve high-quality visual effects without the performance penalties of real-time simulation.
Developers should use precomputed physics when working on projects where real-time physics calculations would be too costly for target hardware, such as in mobile games, VR applications, or large-scale simulations with many interacting objects. It is particularly useful for cinematic sequences, cutscenes, or pre-scripted events where physics behavior needs to be predictable and frame-rate independent, ensuring smooth playback across different devices. This technique is also valuable in offline rendering for films or pre-rendered animations, where accuracy and visual fidelity are prioritized over interactivity.