I'm planning on going through the resources Chris Hecker recommends in his article Physics References, however that article (from what I gather) was written in around 1997: 14 years ago.
I suspect that there have been new developments since the article was put together, which brings us to the reason for this post: Do you guys have any additions/changes to the list he gives? For example, changing the order in which a topic is studied, a new and better book for a particular topic in the list, new topics to add to the study list (with accompanying book recommendations if you can), etc.
I like the fact that he discusses each set of books and the pros/cons. If you guys could provide similar notes with your recommendations, as well as when I should study that topic (right after reading the Calculus book? After reading everything else in that list?) and what I will be able to do in my physics engine after I study it (like his "milestones"), it would really help :) Thanks
What to study in prep for writing a physics engine?
Started by InvisibleMan, Jun 16 2011 02:01 PM
6 replies to this topic
#1
Posted 16 June 2011 - 02:01 PM
#2
Posted 16 June 2011 - 03:43 PM
Rigid body physics haven't changed since Hecker's article ;) I think that it is a good starting point. Random things:
- Hecker doesn't handle friction iirc, the Coulomb friction model is popular.
- Stacking objects is a nasty problem, I've read and used the ideas from the famous "nonconvex rigid bodies with stacking" paper for my own engine. I recently read a series of articles how Angry Birds (might) work, it discussed the physics as well but I didn't read it, so I don't know if it is interesting: http://www.wildbunny...y-birds-part-1/ that guy has more physics stuff on his page iirc.
- Box2d has tech info which was presented at some (?) conference.
- I think that it isn't wrong to start in 2D and get an idea of how complex physics engines can be before you advance to 3D.
- Hecker doesn't handle friction iirc, the Coulomb friction model is popular.
- Stacking objects is a nasty problem, I've read and used the ideas from the famous "nonconvex rigid bodies with stacking" paper for my own engine. I recently read a series of articles how Angry Birds (might) work, it discussed the physics as well but I didn't read it, so I don't know if it is interesting: http://www.wildbunny...y-birds-part-1/ that guy has more physics stuff on his page iirc.
- Box2d has tech info which was presented at some (?) conference.
- I think that it isn't wrong to start in 2D and get an idea of how complex physics engines can be before you advance to 3D.
#3
Posted 17 June 2011 - 04:44 PM
Alright, thanks for the information :)
#4
Posted 20 June 2011 - 07:50 PM
InvisibleMan said:
What to study in prep for writing a physics engine?
Uhm, all of Newtonian (classical) mechanics?
Hyperbole is, like, the absolute best, most wonderful thing ever! However, you'd be an idiot to not think dogmatism is always bad.
#5
Posted 20 June 2011 - 07:56 PM
alphadog said:
Uhm, all of Newtonian (classical) mechanics? :blink:
#6
Posted 20 June 2011 - 08:02 PM
Game Physics, by Eberly. On the theoretical side. Also, there's a multi-author book called Game Physics Pearls with "practical" articles on a collection of topics. Also, I recommend a book called Collision Detection by Christian Ericson.
Hyperbole is, like, the absolute best, most wonderful thing ever! However, you'd be an idiot to not think dogmatism is always bad.
#7
Posted 20 June 2011 - 08:06 PM
alphadog said:
Game Physics, by Eberly. On the theoretical side. Also, there's a multi-author book called Game Physics Pearls with "practical" articles on a collection of topics. Also, I recommend a book called Collision Detection by Christian Ericson.
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