
Physics for Game Developers Jim Van Verth Christer Ericson Squirrel Eiserloh Gino van den Bergen Erin Catto Marq Singer
Why This Tutorial? • For • people who use physics packages • people who want to write basic physics • people who want to write own engine • Basics – one day crash course • Samples and references fill in the rest
Schedule • 10:10 - 11:00 Rigid Body Dynamics (Jim) • 11:10 - 11:15 Break • 11:15 - 12:15 Numerical Robustness (Christer) • 12:15 - 12:30 Motion and Collision (Squirrel) • 12:30 - 14:00 Lunch • 14:00 - 14:45 Motion and Collision, cont’d • 14:45 - 16:00 Continuous Coll. Detection (Gino) • 16:00 - 16:15 Break • 16:15 - 17:15 Collision Response (Erin) • 17:15 - 18:15(!) Cloth and Destruction (Marq)
Background Expected • Discrete math • Vectors • Matrices • Basic calculus • Derivatives • Newtonian physics • Forces, acceleration, velocity • Background material available on website
Updates • Links to updated notes, source code and web pages can be found at http://www.essentialmath.com • Also at author’s websites
Shameless Self-Promotion • Buy our books! • Essential Mathematics for Games and Interactive Applications • Collision Detection in Interactive 3D Environments • Real-Time Collision Detection • Game Programming Gems 4, 5, 6
Other References • Eberly, David H. Game Physics, Morgan Kaufmann, San Francisco, 2003. • Witken, Andrew, David Baraff, Michael Kass, SIGGRAPH Course Notes, Physically Based Modelling, SIGGRAPH 2004. • Burden, Richard L. and J. Douglas Faires, Numerical Analysis, PWS Publishing Company, Boston, MA, 1993.
Other References • Halliday, David, Robert Resnik, Jearl Walker. Fundamentals of Physics, Wiley, 2001. • Eric Weisstein’s Mathworld, http://mathworld.wolfram.com/ • Eric Weisstein’s World of Science, http://scienceworld.wolfram.com/
Finally… • Please turn off cell phones and pagers • Please turn in your comment forms!