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   Author  Topic: Creating Gravity/Phyics  (Read 457 times)
kevin

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Creating Gravity/Phyics
« on: Dec 26th, 2003, 10:34pm »

Hi all,
 
I want to create a basic physics engine? for a project.
 
I'd like to have particles bouncing off different surfaces.
 
I reckon this isn't an easy feat, so I'm hoping to get some decent articles/tips pointing me in the right direction.
 
Thanks,
 
- Kevin
 
arielm

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sRe: Creating Gravity/Phyics
« Reply #1 on: Dec 26th, 2003, 11:11pm »

i started from scratch with physics a few years ago, and here's the "receipe":
 
- to read some papers on Newtonian Mechanics (mass, acceleration, forces, conservation of energy, momentum, etc.)
- to concentrate on "point-masses", i.e. very small particles.
- to start first with 1D (time, velocity, acceleration, collisions), then move to 2D...
 
at this stage, you're "ready" to make a simple physics engine!
 
from here, prepare yourself for a maths overdose
 
the next stage is to get acquainted with non-linear maths: when "linear" equations are not giving solutions, you start looking for approximations (i.e. approaching a viable solution through a lot of iterative calculations).
 
on the same topic, something called "integration" (solving a system of differential equations): useful when you work with systems of particles that affect each other (e.g. a Soda-like animal...)
 
if know of 2 methods of integration, widely used in physics engines: Runge-Kutta and Verlet (the last one is simplier, yet powerful).
 
finally, usenet newsgroup such as "sci.physics.particle" or "sci.math" proved to be some very useful places for asking questions.
 
hth
 

Ariel Malka | www.chronotext.org
TomC

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Re: Creating Gravity/Phyics
« Reply #2 on: Dec 27th, 2003, 1:21am »

Chris Hecker's page has some really excellent pointers to get you started.  http://www.d6.com/users/checker/dynamics.htm
 
I can also recommend the O'Reilly book Physics for Game Developers.
 
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