physics for game developers jim van verth christer ericson squirrel eiserloh gino van den bergen...
TRANSCRIPT
Physics for Game Developers
Jim Van VerthChrister EricsonSquirrel Eiserloh
Gino van den BergenErin 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
10:10 - 11:00 Rigid Body Dynamics (Jim) 11:10 - 11:15 Break 11:15 - 12:15 Numerical Robustness (Christer) 12:15 - 12:30 Motion and Collision (Squirrel) 12:30 - 14:00 Lunch 14:00 - 14:45 Motion and Collision, cont’d 14:45 - 16:00 Continuous Coll. Detection
(Gino) 16:00 - 16:15 Break 16:15 - 17:15 Collision Response (Erin) 17:15 - 18:15(!) 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
http://www.essentialmath.com
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, 2003.
Witken, Andrew, David Baraff, Michael Kass, SIGGRAPH Course Notes, Physically Based Modelling, SIGGRAPH 2004.
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, 2001.
Eric Weisstein’s Mathworld, http://mathworld.wolfram.com/
Eric Weisstein’s World of Science, http://scienceworld.wolfram.com/
Finally…
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