Quote Originally Posted by STaRGaZeR View Post
Fine, I guess you'd define as animation physics everything except Havok, PhysX and the like. I'll name Assassin's Creed or any UE3 game.

Now a question for anybody asking for "cloth simulation": it's your turn to name engines with "cloth simulation" and games using those engines.

Also, for the sake of the argument, you should define cloth simulation, put examples of both good and bad simulations, and what kind of resources a good simulation requires.
When they are talking about "cloth simulation", they are talking about simulating the behaviour of soft bodies with physics based calculations, applying forces in real time on the different polygons of the object to generate at runtime a physics based animation. That way the animation is generated depending on collision detection with other objects, or applying other forces, in real time.

On the other hand, most of current cloths and other soft bodies "simulations" are faked with pre-scripted animations ("static" animations). The thing with pre-scripted animations is that they are scripted so they don't interact with anything. At most, you can make different animations in order to play one or another depending on the event which triggers the animation or at random to add some variety, but each animation would be always the same.