随笔分类 -  Physic

17-OVERVIEW OF THE ENGINE
摘要:OVERVIEW OF THE ENGINE The physics engine we have built has four distinct parts: The force generators (and torque generators) examine the current stat 阅读全文

posted @ 2024-03-22 14:41 Ultraman_X 阅读(10) 评论(0) 推荐(0) 编辑

14-Collision_resolution
摘要:We I have a set of contact data from the collision detector, and have the rigid-body equations of motion, including torques and forces. We are now rea 阅读全文

posted @ 2024-03-13 14:59 Ultraman_X 阅读(15) 评论(0) 推荐(0) 编辑

13-Generating_ Contacts
摘要:Many collision detection systems perform this check for each pair and return a single point of maximum interpenetration if the objects are in contact. 阅读全文

posted @ 2024-03-13 14:59 Ultraman_X 阅读(8) 评论(0) 推荐(0) 编辑

12-Collision_Detection
摘要:COLLISION DETECTION PIPELINE Collision detection can be a very time-consuming process. Fortunately there is plenty of room for improvement. The two ke 阅读全文

posted @ 2024-03-13 14:58 Ultraman_X 阅读(5) 评论(0) 推荐(0) 编辑

11-Rigid_body_engine
摘要:our physics engine is now capable of simulating full rigid bodies in full 3D.The spring forces and other force generators will work with this approach 阅读全文

posted @ 2024-03-13 14:58 Ultraman_X 阅读(4) 评论(0) 推荐(0) 编辑

10-rigid_Bodies
摘要:In Newton’s second law of motion, we saw that the change in velocity depends on a force acting on the object and the object’s mass: \[\ddot{p} = \frac 阅读全文

posted @ 2024-03-13 14:58 Ultraman_X 阅读(2) 评论(0) 推荐(0) 编辑

9-math
摘要:To now,the engine still has limits: It can't describe the way objects rotate. Robust general-purpose collision detection system Center of Mass \[p_{co 阅读全文

posted @ 2024-03-13 14:57 Ultraman_X 阅读(4) 评论(0) 推荐(0) 编辑

7-hard_constraints
摘要:Initially we’ll look at the most common hard constraint—collisions and contact between objects.All the engines we’re building in this book treat hard 阅读全文

posted @ 2024-03-13 14:53 Ultraman_X 阅读(21) 评论(0) 推荐(0) 编辑

6-springs_and_springlike_things
摘要:One of the most useful forces we can create for our engine is a spring force. Although springs have an obvious use in driving games (for simulating th 阅读全文

posted @ 2024-03-13 14:52 Ultraman_X 阅读(12) 评论(0) 推荐(0) 编辑

5-adding_general_force
摘要:D’ALEMBERT’S PRINCIPLE For particles D’Alembert’s principle implies that, if we have a set of forces acting on an object, we can replace all those for 阅读全文

posted @ 2024-03-13 14:51 Ultraman_X 阅读(5) 评论(0) 推荐(0) 编辑

4-The_Partical_physics_engine
摘要:Ballistics One of the most common applications of physics simulation in games is to model ballistics. This has been the case for two decades, predatin 阅读全文

posted @ 2024-03-12 15:13 Ultraman_X 阅读(22) 评论(0) 推荐(0) 编辑

3-The_first_tow_laws
摘要:A PARTICLE The first law The problem arises because the processor that performs the physics calculations isn’t completely accurate. This inaccuracy ca 阅读全文

posted @ 2024-03-12 15:12 Ultraman_X 阅读(7) 评论(0) 推荐(0) 编辑

1-Introduction
摘要:Introduction This book is split into the following six parts. Particle Physics looks at building our initial physics engine, including the vector math 阅读全文

posted @ 2024-03-12 15:10 Ultraman_X 阅读(4) 评论(0) 推荐(0) 编辑

Collision Resolution -Game Physics Engine Development总结
摘要:The velocity of a point The velocity of a point on an object depends on both its linear and angular velocity: \[\dot{q} = \dot{\theta} \times (q - p) 阅读全文

posted @ 2024-02-01 09:09 Ultraman_X 阅读(11) 评论(0) 推荐(0) 编辑

Angular velocity formulas
摘要:This angular velocity calculator uses two different angular velocity formulas depending on your input parameters. The first angular velocity equation 阅读全文

posted @ 2023-11-29 15:05 Ultraman_X 阅读(20) 评论(0) 推荐(0) 编辑

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