Rigid Body Dynamics: A Graphical Simulation Eugene Paik 2008-2009.

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Presentation transcript:

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