Physics for Game Developers Jim Van Verth Christer Ericson Squirrel Eiserloh Gino van den Bergen Erin Catto Marq Singer
Why This Tutorial? For people who use physics packages people who want to write basic physics people who want to write own engine Basics – one day crash course Samples and references fill in the rest
Schedule 10: :00 Rigid Body Dynamics (Jim) 11: :15 Break 11: :15 Numerical Robustness (Christer) 12: :30 Motion and Collision (Squirrel) 12: :00 Lunch 14: :45 Motion and Collision, cont’d 14: :00 Continuous Coll. Detection (Gino) 16: :15 Break 16: :15 Collision Response (Erin) 17: :15(!) Cloth and Destruction (Marq)
Background Expected Discrete math Vectors Matrices Basic calculus Derivatives Newtonian physics Forces, acceleration, velocity Background material available on website
Updates Links to updated notes, source code and web pages can be found at Also at author’s websites
Shameless Self-Promotion Buy our books! Essential Mathematics for Games and Interactive Applications Collision Detection in Interactive 3D Environments Real-Time Collision Detection Game Programming Gems 4, 5, 6
Other References Eberly, David H. Game Physics, Morgan Kaufmann, San Francisco, Witken, Andrew, David Baraff, Michael Kass, SIGGRAPH Course Notes, Physically Based Modelling, SIGGRAPH Burden, Richard L. and J. Douglas Faires, Numerical Analysis, PWS Publishing Company, Boston, MA, 1993.
Other References Halliday, David, Robert Resnik, Jearl Walker. Fundamentals of Physics, Wiley, Eric Weisstein’s Mathworld, Eric Weisstein’s World of Science,
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