Rigid Body Dynamics: A Graphical Simulation Eugene Paik
Abstract Real-time Simulation Dynamics Calculations Physics Graphics
Applications Physics Modeling Teaching Video Games Sumotori Dreams
Approach 2D vs 3D Shapes Efficiency Intuitive Interface
Design Java Existing graphics libraries Easy object-orientated framework Familiarity Small steps Implementing rectangle bodies first
Driver Class Check for collisions between each body Apply forces to each body Draw each body
Body Class Superclass for every mass Variables to keep track of Acceleration Velocity Position Mass Angular acceleration Angular Velocity Orientation
Vector Class Custom Class for easy manipulation of vectors Necessary when dealing with physics
Recent Changes First Version 3D using OpenGL Second Version 2D using Graphics2D Angular properties of bodies creates problems
Conclusion Dynamics is a huge field Modern simulations barely touch on the subject