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Category Archives: Gamedev
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
Game Physics: Contact Generation – EPA
This post is part of my Game Physics Series. Contact Data GJK tells us whether two colliders are colliding and nothing more. In order to correctly resolve collision, we would need to generate contacts. As mentioned earlier, contacts are approximation … Continue reading
Posted in Gamedev, Physics
27 Comments
Game Physics: Collision Detection – GJK
This post is part of my Game Physics Series. As mentioned earlier, all collision detection algorithms are essentially determining if the CSO of two shapes contains the origin. The collision detection I am going to introduce to you here, the … Continue reading
Posted in Gamedev, Physics
4 Comments
Game Physics: Collision Detection – CSO & Support Function
This post is part of my Game Physics Series. Configuration Space Object (CSO), a.k.a. Minkowski Difference or Minkowski Configuration Object, is a very important concept for collision detection. In addition to CSO, support function is an equally important mathematical concept … Continue reading
Posted in Gamedev, Physics
6 Comments
Game Physics: Broadphase – Overview
This post is part of my Game Physics Series. As mentioned in this introductory post, a broadphase is the algorithm of choice to efficiently decide whether it is possible for two colliders to collide, without using the actual collision detection … Continue reading
Posted in Gamedev, Physics
6 Comments
Game Physics: Motion Dynamics Implementations
This post is part of my Game Physics Series. This post presents possible implementations of motion dynamics for a physics engine. For fundamentals of motion dynamics, please refer to this post. Rigid Body Interface Below is what a typical rigid … Continue reading
Posted in Gamedev, Physics
15 Comments
Game Physics: Motion Dynamics Fundamentals
This post is part of my Game Physics Series. Before delving deep into the programming aspect of physics engines, I would like to first go over the fundamentals of motion dynamics. Unless specified otherwise, all discussion is in 3D. Also, … Continue reading
Posted in Gamedev, Physics
2 Comments
Game Physics: Introduction & Acknowledgements
This post is part of my Game Physics Series. I shifted from being the graphics programmer to being the physics programmer for my DigiPen game team half a year ago as we started developing our junior project. Knowledge on game … Continue reading
Posted in Gamedev, Physics
7 Comments