Physics for Game Developers Jim Van Verth Christer Ericson Squirrel Eiserloh Gino van den Bergen Erin Catto Marq Singer.

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Presentation transcript:

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,

Finally…  Please turn off cell phones and pagers  Please turn in your comment forms!