Monthly Archives: January 2014

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

Posted in Gamedev, Physics | 1 Comment