Category Archives: Physics

Game Math: More on Numeric Springing

This post is part of my Game Math Series. Source files are on GitHub Previously, I talked about numeric springing and provided some examples. I have been saving up miscellaneous topics I would like to discuss about numeric springing, and … Continue reading

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Game Math: Numeric Springing Examples

This post is part of my Game Math Series. Source files are on GitHub So, you have seen how to precisely control numeric springing in my previous post. I showed this animation as an example. Manually fine-tuning the animation with … Continue reading

Posted in Gamedev, Math, Physics | 7 Comments

My Recommended Book List to Game Devs

Here’s a list of books I have read that I recommend to to game devs. I’ve divided the books into several categories: computer science, math & graphics, physics, and procedural animation. I intentionally did not include any “gem” or “pearl” … Continue reading

Posted in Design Patterns, Gamedev, Math, Physics, Programming | 9 Comments

Game Physics: Updating AABBs for Polyhedrons

This post is part of my Game Physics Series. In order for most broadphases to work, it is important to update AABBs of colliders after their position and orientation have changed. This post will present 3 methods to update AABBs … Continue reading

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Game Physics: Implementing Support Function for Polyhedrons using Half Edges

This post is part of my Game Physics Series. The half edge data structure is a nice data structure to represent polyhedron meshes. I will first introduce to you the half edge data structure; then, I will show you an … Continue reading

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Game Physics: Broadphase – Dynamic AABB Tree

This post is part of my Game Physics Series. Dynamic AABB tree is a type of broadphase that is borderless, meaning that it does not impose a strict border limit as some other broadphases do, such as explicit grid and … Continue reading

Posted in Gamedev, Physics | 22 Comments

Game Physics: Stability – Warm Starting

This post is part of my Game Physics Series. Besides using slops, “warm starting” is also a very common technique used to make physics engines more stable. Warm starting works particularly well when your game has high “frame coherence”, which … Continue reading

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Game Physics: Stability – Slops

This post is part of my Game Physics Series. I previously hinted that there will be stability issues as I covered collision resolution. It is because the logic for collision resolution presented earlier is sort of “naive” in a sense … Continue reading

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Game Physics: Resolution – Contact Constraints

This post is part of my Game Physics Series. Contact constraints are amongst the most important constraints for a physics engine, because you would want to resolve collision in most scenarios. And if not done properly, your rigid bodies can … Continue reading

Posted in Gamedev, Physics | 23 Comments

Game Physics: Resolution – Constraints & Sequential Impulse

This post is part of my Game Physics Series. Constraints The resolution phase of a constraints-based physics engine uses the concept of constraints. A free rigid body in 3D has 6 degrees of freedom: 3 positional and 3 rotational; a … Continue reading

Posted in Gamedev, Physics | 4 Comments