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.
rigid body physics - what to do after generating contacts?
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Re: rigid body physics - what to do after generating contact
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
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
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Re: rigid body physics - what to do after generating contact
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.
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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Re: rigid body physics - what to do after generating contact
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
http://tuxedolabs.blogspot.se/2010/08/e ... olver.html
It is surprisingly simple once you understand it.
Dennis