Looking for physics docs
category: general [glöplog]
Hi people,
I am looking for docs about physics, explaining theory of objects collisions. With algo examples if possible.
I don't want to use existing libraries as my target is oldschool platforms.
Can you help me please? Did any scener already write something about the subject?
I am looking for docs about physics, explaining theory of objects collisions. With algo examples if possible.
I don't want to use existing libraries as my target is oldschool platforms.
Can you help me please? Did any scener already write something about the subject?
I can't remember one not-boring demo with physics.
If it's for an oldschool platform, you'll probably have to use a solution that's very specific to what you ant to do, because simulating full rigid body dynamics might be a bit too taxing. (Though if you want to learn about the theory, you should look up that term.)
Either way, you should know what the following are:
* Analytic geometry and calculating intersections
* Vectors, dot product and wedge product (the cross product is a lie!)
* Newton's laws of motion
* Numeric integration of differential equations (see eg. this)
Either way, you should know what the following are:
* Analytic geometry and calculating intersections
* Vectors, dot product and wedge product (the cross product is a lie!)
* Newton's laws of motion
* Numeric integration of differential equations (see eg. this)
friol: iguana's "rubber poly"-part springs (pun intended) to mind. i think you can even look that code up somewhere on the intarwebs these days
For me the Chris Hecker tutorials were a good starting point.
What hfr said. Realtime collision detection is probably on of the best books on the topic.
It contains a very good math primer chapter and a lot of code examples for everything.
It's very well illustrated and can often be found in paper form at university libraries (which are under certain circumstances also accessible for the general public).
The focus of the book are obviously not implementations on oldschool platforms but the underlying principles and algorithms - you will have to extrapolate from there for your specific platform.
That book is _really_ good.
It contains a very good math primer chapter and a lot of code examples for everything.
It's very well illustrated and can often be found in paper form at university libraries (which are under certain circumstances also accessible for the general public).
The focus of the book are obviously not implementations on oldschool platforms but the underlying principles and algorithms - you will have to extrapolate from there for your specific platform.
That book is _really_ good.
Thanks for the links! I'm going to have some interesting reading.
About the oldschool platform question, I watched We were @ on Atari STe, and it includes some physics (at 3:09 in the video).
Do you think the datas used by the physics are precomputed during the demo (just before the part), or it just loads some tables?
About the oldschool platform question, I watched We were @ on Atari STe, and it includes some physics (at 3:09 in the video).
Do you think the datas used by the physics are precomputed during the demo (just before the part), or it just loads some tables?
Looks like a Box 2D animation to me.
especially when targeting oldschool platforms you have to be aware that demo programming has more in common with illusion and magic tricks than with real simulation and physics ... although it often looks like fancy physics stuff it's not just math ..
Any sufficiently advanced technology is indistinguishable from precalc.
Smoke & mirrors. That's all the physics you need.
not enough if you want to play in the Copperfield league ;)
yes. please read about newtons laws of physics, the simple ones. and then try and emulate particles behaving that by just using binary numbers...
under models: go to particles, collision and bouncing here; https://web.archive.org/web/20160521081256/http://freespace.virgin.net/hugo.elias/ as a start.
Quote:
I can't remember one not-boring demo with physics.
https://www.pouet.net/prod.php?which=30237