rigid body physics - what to do after generating contacts?

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ConvexHull
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Joined: Sun Mar 10, 2013 5:03 pm

rigid body physics - what to do after generating contacts?

Post by ConvexHull »

Hi there,
anonye has some links / examples / pdf's about physics solvers? How to apply contact points to change object angular and linear velocities?
I'd be thankfull for any help.
RandyGaul
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Joined: Mon May 20, 2013 8:01 am
Location: Redmond, WA

Re: rigid body physics - what to do after generating contact

Post by RandyGaul »

Well I wrote some articles on simple impulse resolution. For more advanced constraint solving everyone will refer you to Erin Catto's work.

My link: http://gamedev.tutsplus.com/tutorials/i ... esolution/

Another source for this is Hecker's old articles: http://chrishecker.com/images/e/e7/Gdmphys3.pdf
DonTzzy
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Re: rigid body physics - what to do after generating contact

Post by DonTzzy »

https://code.google.com/p/bullet/downlo ... e=STAR.pdf
http://www.cs.columbia.edu/cg/rosi/rosi.pdf

The first one sums up most of the research conducted in the past ~20 years.
The second paper goes over the advantages/disadvantages of most of the methods/physics solvers that are used to solve the equations.
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Dennis
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Re: rigid body physics - what to do after generating contact

Post by Dennis »

I wrote a no-math explanation on my blog a few years ago, in case you (like myself) are a visual thinker and not mathematician:
http://tuxedolabs.blogspot.se/2010/08/e ... olver.html

It is surprisingly simple once you understand it.

Dennis
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