EECE 478 Game Physics.

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Presentation transcript:

EECE 478 Game Physics

Game Physics Collision Detection Object/Environment Object/Object Optimization Recursive dimensional clustering Chap. 8 Math for 3D… Dynamic Simulation Eqns of motion Differential eqns Projectiles Friction Rotational forces Chap. 10&11

Collision Detection Determine time and location of collisions, given: Moving objects Stationary environment

Object Models Objects are collections of primitives Spheres Boxes Planes Objects are articulated and hierarchical Nested bounding volumes Transform chains

Environment Model Terrain and static elements Therefore: 2D+ spatial organization Only small changes Therefore: Can preprocess for optimization Use quad/oct-trees or BSP trees Object volumes compared to tree to determine possible collisions

Object/Environment Collisions Use spatial partitioning to simplify Identify possible collisions of dynamic object with static environment Dynamic sphere vs. static plane Dynamic box vs. static plane

Sphere vs plane Plane = any surface with constant normal Move plane by r and intersect w/point

Box vs plane Determine effective radius reff of box Box defined by vectors R, S and T

Object vs Object Two moving objects with V1 and V2 Stationary object Moving object with V = V1-V2 Only need moving + stationary

Sphere vs Sphere Two spheres (P1,r1,V1) and (P2,r2,V2) Find t where |P1(t)-P2(t)|= r1+ r2

Rigid Body Motion Math for 3D Game Programming Chap. 10 & 11 Game Programming Gems Chap. 2.2

Kinematics: T and R Kinematics models the motion of objects Objects have Center of mass rcm Principle axes R0, R1, R2 Velocity v = dr/dt Acceleration a = dv/dt Angular velocity  = d/dt

Dynamics: F and A Dynamics models the actions created by application of forces Momentum p = mv Force Fnet = m(dv/dt) Angular momentum L = r  p Torque Nnet = r  dp/dt