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Published byBruno Lamb Modified over 8 years ago
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Computer Game Design and Development Mathematics, Collision, and Physics Havok Destruction
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Overlap Bisection
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Limitations of Overlap Testing
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Intersection Testing
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Collision Approximations Minkowski Sum – sweep origin of X across Y
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Bounding Volumes AABBOBB
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Performance Possible collision between R and B since overlap in all axis (2 in this case) Subdivide such that on average one object in each cell.
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Terrain Collision Heightmap information Look up terrain height 3 LERPs – Linear Interpretation between points – X – Z – Between x and z http://creators.xna.com/en-US/sample/collision3dheightmap
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Resolving Collision Gross collision & subdivide if needed Three phases – Prologue – ignore or trigger other events – Collision – point of impact, new velocities – Epilogue – destroy object, effects, damage
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Particle Physics Basics Use consistent units (SI) Particles – Position (p) in 3-space, vector3 (x,y,z) = p(t) – Velocity (v) = change in position over time, V(t) – Acceleration (a) = change in velocity over time, a(t) – Force (f) = results in change in acceleration over time, F(t) = ma(t) Calculus – Derivatives and integrals go from one to another
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Collision Response (frictionless)
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Springs & Damping
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Friction
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Center of Mass
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Rigid Body Collision Center of Mass Consideration
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Physics Engines Commercial – Game Dynamics SDK (Havok) – Renderware Physcis – NovodeX SDK Free/Shareware – Open Dynamics Engine (ODE) – Tokamak Game Physics SDK – Newton Game Dynamics SDK
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Demo http://www.havok.com/content/view/584/96/ http://www.tokamakphysics.com/index.htm
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