Upcoming Events
Unite 2010
11/10 - 11/12 @ Montréal, Canada

GDC China
12/5 - 12/7 @ Shanghai, China

Asia Game Show 2010
12/24 - 12/27  

GDC 2011
2/28 - 3/4 @ San Francisco, CA

More events...
Quick Stats
51 people currently visiting GDNet.
2406 articles in the reference section.

Help us fight cancer!
Join SETI Team GDNet!
Link to us Events 4 Gamers
Intel sponsors gamedev.net search:
Physics Tutorials

Resources Listed: 40
Physics Tutorials
Topic Author Description
1. Introduction
[Added: 8/6/1999]
Michael Tanczos  This article is merely an introduction to this series. 
2. Motion Along a Straight Line
[Added: 8/6/1999]
Michael Tanczos  This article covers the basics of linear motion, including displacement, velocity, and acceleration, and how they are related. 
2D Car Physics
[Added: 12/15/2007]
Matt Kincaid  Tutorial on the math and implementation of car physics in a 2D environment 
3. Vectors
[Added: 8/6/1999]
Mike Tanczos  Covers the basics of vectors and vector math. 
4. Motion in Two and Three Dimensions
[Added: 8/6/1999]
Randy Trulson  This article discusses motion in greater detail. 
5. Force and Motion
[Added: 8/6/1999]
David Baird  Going into some detail about force and motion, this article also includes a wealth of handy formulas and definitions. 
A Simple Time-Corrected Verlet Integration Method
[Added: 2/6/2005]
Jonathan "lonesock" Dummer  Proposes how to minimize the shortcomings of Verlet integration. 
C++ Data Structures for Rigid-Body Physics
[Added: 4/27/2000]
Miguel Gomez  Shows you how to build a solid foundation for your physics engine. 
Exploring Spring Model
[Added: 10/12/2001]
Gustavo Oliveira  Reviews the implementation of a spring model from its simplest form to more sophisticated applications, taking the subject a step beyond the material available in most references.  
Gravity FAQ
[Added: 9/8/1999]
Edgar Roman  This is a light and entertaining document that does a good job of introducing the reader with the rudiments of implementing gravity in a game. 
Lone Game Developer Battles Physics Simulator
[Added: 7/10/2000]
Jeff Lander  Looks at the challenges involved in achieving a realistic and interesting physics simulation. 
Outsourcing Reality: Integrating a Commercial Physics Engine
[Added: 4/20/2003]
Matt McLaurin  Covers the advantages and process involved in using a commercial physics engine. 
Physics Engines, Part One: The Stress Test
[Added: 9/25/2000]
Jeff Lander and Chris Hecker  MathEngine's Dynamics Toolkit 2.0 and Collision Toolkit 1.0, the Havok GDK from Havok, and Ipion's Virtual Physics SDK are put to the test. 
Physics Engines, Part Two: The Rest of the Story
[Added: 9/25/2000]
Jeff Lander and Chris Hecker  Takes a broader look at what MathEngine's Dynamics Toolkit 2.0 and Collision Toolkit 1.0, the Havok GDK from Havok, and Ipion's Virtual Physics SDK have to offer. 
Physics for Game Developers Chapter 6: Projectiles
[Added: 11/28/2001]
David M. Bourg  A chapter from the book Physics for Game Developers
Physics on the Back of a Cocktail Napkin
[Added: 6/13/2000]
Jeff Lander  Uses pool to demonstrate how a solid physical foundation can actually create interesting game play, as well as providing some ideas that can be converted easily to other games such as golf or tennis. 
Real time deformation of solids, Part 1
[Added: 8/27/2001]
Pierre Rebours  Describes how the finite element method from numerical analysis can be applied to solid deformations in games in real time. 
Real time deformation of solids, Part 2
[Added: 12/9/2001]
Pierre Rebours  The second article in this series provides a case study, takes a deeper look at the Hyperion SDK, and discusses optimizations to the method. 
Simple Harmonic Motion
[Added: 7/31/1999]
  This would apply to waves, mass-spring systems, and pendulums. 
The Physics of Racing Series, FAQ
[Added: 1/7/2002]
Brian Beckman  A brief overview of the series. 
The Physics of Racing, Part 1: Weight Transfer
[Added: 1/7/2002]
Brian Beckman   
The Physics of Racing, Part 2: Keeping Your Tires Stuck to the Ground
[Added: 1/7/2002]
Brian Beckman   
The Physics of Racing, Part 3: Basic Calculations
[Added: 1/7/2002]
Brian Beckman   
The Physics of Racing, Part 4: There Is No Such Thing as Centrifugal Force
[Added: 1/7/2002]
Brian Beckman   
The Physics of Racing, Part 5: Introduction to the Racing Line
[Added: 1/7/2002]
Brian Beckman   
The Physics of Racing, Part 6: Speed and Horsepower
[Added: 1/7/2002]
Brian Beckman   
The Physics of Racing, Part 7: The Traction Budget
[Added: 1/7/2002]
Brian Beckman   
The Physics of Racing, Part 8: Simulating Car Dynamics with a Computer Program
[Added: 1/7/2002]
Brian Beckman   
The Physics of Racing, Part 9: Straights
[Added: 1/7/2002]
Brian Beckman   
The Physics of Racing, Part 10: Grip Angle
[Added: 1/7/2002]
Brian Beckman   
The Physics of Racing, Part 11: Braking
[Added: 1/7/2002]
Brian Beckman   
The Physics of Racing, Part 12: CyberCar, Every Racer's DWIM Car?
[Added: 1/7/2002]
Brian Beckman   
The Physics of Racing, Part 13: Transients - The Lost Episode
[Added: 1/7/2002]
Brian Beckman   
The Physics of Racing, Part 14: Why Smoothness?
[Added: 1/7/2002]
Brian Beckman   
The Physics of Racing, Part 15: Bumps In The Road
[Added: 1/7/2002]
Brian Beckman   
The Physics of Racing, Part 16: RARS, A Simple Racing Simulator
[Added: 1/7/2002]
Brian Beckman   
The Physics of Racing, Part 17: 'Slow-in, Fast-out!' or, Advanced Analysis of the Racing Line
[Added: 1/7/2002]
Brian Beckman  Associated Spreadsheets (xls, pdf
The Physics of Racing, Part 18: 'Slow-in, Fast-out!' or, Advanced Analysis of the Racing Line, Continued
[Added: 1/7/2002]
Brian Beckman  Associated Spreadsheets (xls, pdf: 1, 2, 3
The Trials and Tribulations of Tribology
[Added: 6/13/2000]
Jeff Lander  This article discusses the simulation of friction in real-time 3D applications, otherwise known as the field of tribology. 
Torque and Rotational Motion
[Added: 7/31/1999]
  The physics of torque and rotational motion. 
 
 Key: = HTML article hosted here  , = HTML article hosted elsewhere  = link to another web site  = Adobe Acrobat document  = Zip files  = Word or text document