After some extensive 2D work, I am now starting using 3D.
I want to create my mini physics engine so I can understand maths that are beneath, but didn't found much infos about it.
Modeling of simple physics :
- Make a ball roll on a slope surface,
- Shoot a bunch of cubes and they go everywhere,
- well, physics !
What are the formulas involved when doing this ?
Thank you !
Gravity center physics
Started by aybe, Nov 20 2009 09:02 PM
5 replies to this topic
#1
Posted 20 November 2009 - 09:02 PM
#2
Posted 22 November 2009 - 03:41 PM
http://lmgtfy.com/?q...ics+programming
First of all, you need collision detection, so you know when the ball is touching the slope. To create the simulation, you also need an integrator to move things around and collision response to make them bounce.
First of all, you need collision detection, so you know when the ball is touching the slope. To create the simulation, you also need an integrator to move things around and collision response to make them bounce.
#3
Posted 23 November 2009 - 07:17 AM
You may already know these places, but I'd definitely recommend visiting the gamedev and bullet forums:
http://www.gamedev.n...mmunity/forums/
http://bulletphysics.../Bullet/phpBB3/
Then there's the hardwire page with lots of stuff:
http://physics.hardwire.cz/
cheers,
Mike
http://www.gamedev.n...mmunity/forums/
http://bulletphysics.../Bullet/phpBB3/
Then there's the hardwire page with lots of stuff:
http://physics.hardwire.cz/
cheers,
Mike
#4
Posted 23 November 2009 - 04:22 PM
Great, thank you :-)
#5
Posted 30 November 2009 - 03:30 PM
See Math and Physics in the DevMaster Wiki, and feel free to add anything you find interesting to it as well. The Game Physics section of Gaffer on Games also has a few great articles for beginners.
@geon I'm going to get some good use out of that website. Hilarious!
@geon I'm going to get some good use out of that website. Hilarious!
#6
Posted 07 December 2009 - 09:03 PM
Thank you,
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users











