GDC 2005 - Essential Math
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Transcript GDC 2005 - Essential Math
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
Newtonian physics
Derivatives
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…
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