![]() ![]() ![]() Some physics engines can deal with this though. Find Brians email address, mobile number, work history, and more. ![]() A common thing that goes wrong is that an object is moving so fast it can completely go through another object because it's so fast that there is no frame where it would be intersecting the other object, so the simulation doesn't realise it should have collided with it. View Brian Rothsteins business profile as Senior Consultant, Market Intelligence - West at Customized Energy Solutions. Doing it this way means sometimes it's sometimes glitchy, especially if things are moving fast. The game is split into distinct frames, and it uses the results of the previous frame, and works out where things will be the next frame based on their velocity, acceleration, other objects they have collided with etc. There's also the fact that they do it using discrete maths rather than continuous. Soft bodies which can compress and stretch (such as fleshy humans parts) are modelled using rigid bodies connected together with joints and springs. For example most game physics only deals with completely rigid bodies. It's hard to accurately simulate lots of complicated objects, so some simplifications are made. They're not perfectly accurate because of processing power limitations. It's often tweaked a bit to make for better gameplay, but they are based on real world physics equations.
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