Game Physics
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Transcript Game Physics
Game Physics
References:
PBM 2001
Advanced character dynamics
Content
Newton 2nd law
Euler’s method
Collision detection & response
Particle system data structure
Verlet integration
Particles with constraints
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Constraint dynamics
Point based dynamics
“character animation paper” (ragdoll, hitman)
2
Basics
Newton 2nd Law
f ma
Equation of Motion of a Newtonian Particle
x m1 f
Second order ODE requires two conditions
Initial value problem: give x(0) and v(0)
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3
Euler’s Method
x v
v m1 f
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x v
v 1 f
m
Euler’s Method
dx
f x
dt
x f x t
xt t xt f x t
4
Point-Plane Collision Detection
Collision might occur if
n
x p nˆ
x
p
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v
Close enough
and
v nˆ 0
Head toward
plane
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Point-Plane Collision Response
x
n
p
vN
vT
frictionless
v
x :
CR: Coefficient of Restitution
0 CR 1
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move x onto the plane
v v T c R v N
v v nˆ nˆ cR v nˆ nˆ
v 1 cR v nˆ nˆ
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Case Study: rocket
Gravity + boosters
Time-based
animation
Euler’s method
Collision detection
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Case: Sprite animation
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Case Study: fly
Fake physics for aircraft motion control
Particle based dynamics
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Particle System
Data Structure
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Force Objects
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Case Study
Particle system
Damped spring
“Mouse spring”
manipulation
Gravity + wall
collisions
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Spring with Geometry Shader
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Verlet Integration (1, 2, 3)
Numerical method especially for
Loup Verlet
molecular dynamics simulations (loo vuhr-LEH)
Offer greater stability than Euler
integration
Developed by French physicist Loup
Verlet in 1967
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Derivation
Taylor’s Expansion
(1)
(2)
(1) + (2) :
(1) – (2) :
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Formula
Euler Integration
Verlet Integration
Velocity is implicit
Verlet Integration (damped version: e.g., air resistance in games)
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f: Percentage loss of
velocity due to friction
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Implementation
Starting… xt 0t xt0 vt0 t at 2
Iterating … xt 0t 2xt0 xt 0t at 2
x new 2 x xold at 2
xold x
x xnew
st ate variable: x
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st atic variable: xold
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Does not really work …
Collision Response in Verlet Integration
xold
n
xnew
x
p
x’old v
N
vT
v
Find the mirror image of xold
w.r.t. the obstacle
Continue Verlet integration
Reflection Matrix
Q I 2uuT
Qu I 2uuT u
u
u 2u u T u
u 2u u
I 2nnT xold p p
xold
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Regarding (basic) Verlet Collision
From:
here
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Verlet & Velocity Verlet1
2
x(t h) x(t ) hx (t ) h
x(t h) x(t ) hx(t ) h
x ( t )
2
2 x ( t )
2
3 x ( t )
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O(h )
3 x ( t )
6
O(h 4 )
h
h
4
x(t h) x(t h) 2 x(t ) h 2 x(t ) O(h 4 )
x(t h) 2 x(t ) x(t h) h 2 x(t ) O(h 4 )
v(t ) x(t h) x(t h) / 2h O(h 2 )
Basic Verlet
Position error O(h4)
Velocity error O(h2)
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Verlet & Velocity Verlet2
x(t h) x(t ) hx(t ) h 2
x(t h) x(t ) hv(t ) h 2
x ( t )
2
x ( t )
2
O(h 3 )
O(h 3 )
Good for velocity limiting
and collision response
v(t h) v(t ) hf (t ) O(h 2 )
(from t to t+h)
v(t ) v(t h) hf (t h) O(h 2 )
(from t+h to t)
v(t h) v(t ) hf (t h) O(h 2 )
f (t ) f (t h)
v(t h) v(t ) h
O(h 2 )
2
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Velocity Verlet
Position error O(h3)
Velocity error O(h2)
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Implementation (Wiki)
System Implementation
State_x(3n), state_v (3n), state_a(3n)
First, update state_x from (1)
Derive state_a with (2)
Update state_v with (3)
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Comparison (free fall and rebound)
Exact
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Verlet
Euler Velocity Verlet
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Ragdoll Physics
Ref: advanced character dynamics (url)
Youtube videos
Physics for Games
Accuracy not really the primary concern
Goals:
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believability (stability), and
speed of execution
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Techniques used in Hitman
Particle/stick configuration to represent human anatomy
Verlet integration
Simple constraint solver
Square root approximation (next page)
Collision engine for penetration depth
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Square Root Approximation
Newton’s method with initial guess r.
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Handling Constraints (ref)
Containment (boundary)
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If out of bound, move the point to its
projection on the boundary
Concave boundary: more complicated
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Particle-Distance Constraint
From wikipedia
Remark:
x1new x1old delta* 0.5 * diff
x2 new x2 old delta* 0.5 * diff
x2 new x1new x2 old x1old delta* diff
delta delta* diff
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deltalen restlen
1
delta
deltalen
restlen
x2old x1old restlen x2old x1old
deltalen
x2old x1old
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Moving on …
Connect sticks to form rigid bodies
Connect rigid bodies to form articulated
objects
Joint limit: one-sided stick constraint
x2 x1 l
Or dot product
constraints
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Extension (ref)
cloth, hair, rigid body, …
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Physics Engines
Box2D
Bullet
ODE
Havok
PhyX
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In-depth look at
Box2D Lite
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