physics for game developers jim van verth christer ericson squirrel eiserloh gino van den bergen...

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Physics for Game Developers Jim Van Verth Christer Ericson Squirrel Eiserloh Gino van den Bergen Erin Catto Marq Singer

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Page 1: Physics for Game Developers Jim Van Verth Christer Ericson Squirrel Eiserloh Gino van den Bergen Erin Catto Marq Singer

Physics for Game Developers

Jim Van VerthChrister EricsonSquirrel Eiserloh

Gino van den BergenErin Catto

Marq Singer

Page 2: Physics for Game Developers Jim Van Verth Christer Ericson Squirrel Eiserloh Gino van den Bergen Erin 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

Page 3: Physics for Game Developers Jim Van Verth Christer Ericson Squirrel Eiserloh Gino van den Bergen Erin Catto Marq Singer

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)

Page 4: Physics for Game Developers Jim Van Verth Christer Ericson Squirrel Eiserloh Gino van den Bergen Erin Catto Marq Singer

Background Expected

Discrete math Vectors Matrices

Basic calculus Derivatives

Newtonian physics Forces, acceleration, velocity

Background material available on website

Page 5: Physics for Game Developers Jim Van Verth Christer Ericson Squirrel Eiserloh Gino van den Bergen Erin Catto Marq Singer

Updates

Links to updated notes, source code and web pages can be found at

http://www.essentialmath.com

Also at author’s websites

Page 6: Physics for Game Developers Jim Van Verth Christer Ericson Squirrel Eiserloh Gino van den Bergen Erin Catto Marq Singer

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

Page 7: Physics for Game Developers Jim Van Verth Christer Ericson Squirrel Eiserloh Gino van den Bergen Erin Catto Marq Singer

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.

Page 8: Physics for Game Developers Jim Van Verth Christer Ericson Squirrel Eiserloh Gino van den Bergen Erin Catto Marq Singer

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/

Page 9: Physics for Game Developers Jim Van Verth Christer Ericson Squirrel Eiserloh Gino van den Bergen Erin Catto Marq Singer

Finally…

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