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?
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For
people who use physics packages
 people who want to write basic physics
 people who want to write own engine
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Basics – one day crash course
 Samples and references fill in the rest
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Schedule
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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
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Discrete math
Vectors
 Matrices
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Basic calculus
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Newtonian physics
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Derivatives
Forces, acceleration, velocity
Background material available on website
Updates
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Links to updated notes, source code and
web pages can be found at
http://www.essentialmath.com
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Also at author’s websites
Shameless Self-Promotion
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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
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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.
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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/
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Finally…
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