Implementing physics on your game,

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4 comments, last by Azrael 23 years, 2 months ago
Since my very first game I have always used math aproximations than actual physics this is specially because I used to use fixed point math back then, but times have changed and so do games, so now Im wondering, how can I implement realistic physics on my games? Are there tutorials around on this subject? Im looking for the following tutorials... -Walking, car physics, gravity, explosions (particles bouncing on terrain) -Collisions on terrains and gravity (lets supose I drop a ball in the terrain and I want it to go down a hill, etc) My fist guess is that I have to use actual scales, so masses are calculated more realisticly I mean instead of making a 10,000 scale model for a man, It will have to use 180 units, (1.8 metters tall, 1 cm precision) also the terrain will have to use scales, so does the camera, projection, etc. But what else? Where can find algos and formulas for this?
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This is the sort of thing teams spend years developing just by itself. If your game will not be commercial or if you have the money to buy high quality libraries, you should try to use one of the physics toolkits already in existence, such as the one at http://www.mathengine.com/
Try Dynamo, it''s a physics library and it''s free to use (don''t know about commercial use).
Thanks, Hmm.. I see , so I just asked something like "so how do you make a 3d engine?" but the thing is I really would like to know how to do this by myself instead of using a library.

I will limit myself to a single aspect, "car or walking physics" now, where could I find those? collisions are alredy done on my engine.

Thanks again for the links though they are quite useful. Specially if this is much more difficult than I expected =)
Chris Hecker has written quite a few articles about rigid body dynamics, and they are a great read, so here are some links.

1) http://www.d6.com/users/checker/dynamics.htm
2) http://www.gamasutra.com/features/index_programming.htm

Gamasutra itself is a wonderful resource as well.

Hope this helps you.



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Car physics:

http://www.neutralzone.org/home/faqsys/cates/papers.html

ferceg

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