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Published byAnn Nicholson Modified over 9 years ago
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Rigid Body Dynamics: A Graphical Simulation Eugene Paik 2008-2009
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Abstract Real-time Simulation Dynamics Calculations Physics Graphics
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Applications Physics Modeling Teaching Video Games Sumotori Dreams
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Approach 2D vs 3D Shapes Efficiency Intuitive Interface
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Design Java Existing graphics libraries Easy object-orientated framework Familiarity Small steps Implementing rectangle bodies first
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Driver Class Check for collisions between each body Apply forces to each body Draw each body
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Body Class Superclass for every mass Variables to keep track of Acceleration Velocity Position Mass Angular acceleration Angular Velocity Orientation
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Vector Class Custom Class for easy manipulation of vectors Necessary when dealing with physics
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Recent Changes First Version 3D using OpenGL Second Version 2D using Graphics2D Angular properties of bodies creates problems
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Conclusion Dynamics is a huge field Modern simulations barely touch on the subject
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