Search
Follow Me
Categories
Archives
Meta
Feeds
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
Posted in Gamedev, Math, Physics
Leave a comment
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
Posted in Gamedev, Physics
Leave a comment
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
Posted in Gamedev, Physics
Leave a comment
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
Posted in Gamedev, Physics
22 Comments
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
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