Chapter 43
Chapter 43
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Translator: Silver Dragon
Chapter: 43
Chapter Title: Jonathan & Physics Engine
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Physics engine.
It was a technology so commonplace in the future that it was hard to even appreciate its value.
The physics engine, capable of replicating the laws of physics in the real world within computer simulations, wasn't limited to games alone—its applications were virtually endless.
For instance, in film or animation production, using a physics engine could drastically reduce workload while enabling far more realistic movements.
In industry, it allowed preemptive simulations of crash tests, motion, and part movements, saving costs and time to a degree that was incomparable to before.
And in the scientific community, integrating a physics engine into lab experiments would yield benefits too profound to even estimate.
"No way... You've already created software that implements a physics engine at this level?"
The audience who'd just seen the 'Apple Game' demo using my physics engine sat there dumbfounded, still reeling from the shock.
They were probably still processing the myriad ways the physics engine could be applied, swirling through their minds.
"May I ask a question?"
"Of course."
After a brief moment of stunned silence, the audience seemed to recover, requesting time for questions.
"I'm curious about how much of the physics engine's capabilities that demo just showcased."
A sharp question opened the floor from one man.
"What you saw in the Apple Game uses only the most basic features of the physics engine—just collision detection, gravity, and friction calculations. I'd say it's about 30 percent of the engine's true potential."
I was satisfied seeing the questioner's shocked expression, speechless at my answer.
'I'm the one who's disappointed, actually.'
In truth, the physics engine I'd originally planned should have been far superior.
Even this version required a research-grade workstation—a high-end personal computer—to unleash its full power; a standard PC wouldn't cut it.
Since bringing a workstation for today's demo wasn't feasible, I'd tuned it down to run on a laptop, leaving much to be desired.
'Do I have no choice but to dramatically boost computer performance myself?'
It was an absurd thought even to me, but it was something I'd ultimately have to achieve.
Both the newly completed physics engine and the graphics engine, now in its final stages, had been developed with significant compromises from my original designs.
With development starting soon on our new game for the GameStation, we'd have to tailor it to the hardware's limits too—frustrating beyond measure.
So, there was only one conclusion.
I'd have to build it myself.
"Hold on, one more question!"
"Yes, go ahead."
Pulled from my thoughts about the future by a call from the audience, I refocused on the presentation.
"That demo ran on the Widow OS, right? Could this program run on Waffle's WakinToshi too?"
This one stung a bit.
"No. Our Savior physics engine was built assuming the Widow operating system, so it's not compatible with WakinToshi."
"Ah..."
The questioner sighed at my response—likely someone from a WakinToshi-using company.
But there was no helping it.
MiniSoft's Widow OS, which had over 70 percent market share just a year ago, now exceeded 80 percent, effectively monopolizing the OS market.
Of course, Waffle's WakinToshi still held a loyal base in design, video, and music industries thanks to its strengths there.
But those fields were far removed from physics engines, so developing a WakinToshi version just for them would be too costly.
More importantly,
Don't you want to properly partner with us?
For the future I—and Savior—envisioned, collaboration with MiniSoft was essential.
In fact, CES wasn't the first place I'd revealed the physics engine.
The very first person I'd met after completing it was none other than MiniSoft's Bill Heights.
"I'll leave the rest to you."
"Whew... I feel like a Dead Hills character already."
At my words entrusting her with the aftermath, Scarlett shook her head with a sigh.
Her complaint wasn't whining or exaggeration.
The crowd swarming Savior's booth entrance truly resembled the zombie hordes from Dead Hills.
Scarlett, who had to negotiate with these people whose minds were blown by the physics engine's revolutionary essence, already looked drained.
"We'll proceed with licensing as discussed last time, right?"
"That's the best approach."
"Hm... I was skeptical at first, but yeah, that seems optimal. Free software upfront, but royalties on profits after a threshold—standard licensing."
The physics engine would attract plenty of interest with endless applications.
So, how to sell it required careful strategy.
'Demand too much royalty, and they'll opt for in-house engines instead.'
Its performance was unmatched now and for years to come—rivals couldn't even imitate it yet.
Still, excessive fees might push them toward inferior in-house or third-party alternatives due to cost.
Thus, I settled on a two-track sales policy for the physics engine.
First track: For corporations or specialized labs, individual project-based negotiations with lump-sum payments.
From tens of thousands to hundreds of thousands of dollars per project, depending on scale, for Savior engine access.
Second track: Free usage.
Not entirely free, of course.
Free use in exchange for 5 percent royalties on profits exceeding a threshold, say $1 million.
'Free? Then everyone will use our engine!'
Jason's horrified reaction when I first proposed it was still vivid—he'd nearly burst with murderous intent after slaving over the engine for a year.
But,
'That's exactly the point—let everyone use it.'
Back at Nothing, I'd once interviewed developers.
- You can only handle Union Engine?
Ninety percent of candidates could only work with the trendy Union Engine—the dominant game engine then. It shocked me deeply.
Union Engine was essential for game devs, sure.
But 90 percent knowing nothing else was a grim, terrifying reality.
Monopoly.
With most games using Union Engine, devs specialized in it alone, normalizing its ubiquity.
'If Savior Engine claims that role, the gaming world will be in our grasp—no exaggeration.'
That's why I implemented the seemingly overly generous free-usage policy.
Royalties from big corps would cover revenue, and a breakout indie hit using our engine? Pure bonus.
"Then I'll go meet your mentor."
"Yes, leave this to me and handle the CEO duties."
If it were anyone else, maybe not—but Scarlett could handle the corporate swarm just fine.
Now, only one thing left.
"Sorry to keep you waiting, Professor."
"..."
The exclusive lounge for CES VIPs only.
A place even major corporations rarely accessed—and there sat a somewhat stern-looking middle-aged man, waiting for me ahead of time.
"...This is what you meant?"
"For now, yes."
"For now?"
The Jonathan Professor who'd once bellowed about locking me in his lab for research now looked deflated.
Having received my invitation, he'd surely seen the physics engine demo earlier.
"Professor, as you saw, I created the physics engine purely for games."
"I know. Its utility aside, from your explanation alone, I could tell what you intend it for."
I didn't dislike stubborn people.
No—I preferred types like Professor Jonathan.
Those who kick aside personal gain for their convictions, enduring ridicule but ultimately leaving a legacy.
"I have a grand goal."
"You?"
His face filled with doubt at my words.
Everything I'd shown the world so far was pragmatic.
I'd never shared my true goal with anyone, so no one knew.
"Virtual reality game."
"Virtual reality?"
"Yes. Not step-one VR or AR—I want full-dive, total immersion virtual reality games."
And by unveiling the physics engine to the world today, I gained certainty.
With preparations starting now, my envisioned virtual reality game was within sight.