Physics Tutorials |
Topic |
Author |
Description |
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1. Introduction [Added: 8/6/1999]
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Michael Tanczos
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This article is merely an introduction to this series. |
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2. Motion Along a Straight Line [Added: 8/6/1999]
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Michael Tanczos
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This article covers the basics of linear motion, including displacement, velocity, and acceleration, and how they are related. |
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2D Car Physics [Added: 12/15/2007]
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Matt Kincaid
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Tutorial on the math and implementation of car physics in a 2D environment |
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3. Vectors [Added: 8/6/1999]
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Mike Tanczos
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Covers the basics of vectors and vector math. |
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4. Motion in Two and Three Dimensions [Added: 8/6/1999]
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Randy Trulson
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This article discusses motion in greater detail. |
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5. Force and Motion [Added: 8/6/1999]
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David Baird
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Going into some detail about force and motion, this article also includes a wealth of handy formulas and definitions. |
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A Simple Time-Corrected Verlet Integration Method [Added: 2/6/2005]
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Jonathan "lonesock" Dummer
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Proposes how to minimize the shortcomings of Verlet integration. |
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C++ Data Structures for Rigid-Body Physics [Added: 4/27/2000]
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Miguel Gomez
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Shows you how to build a solid foundation for your physics engine. |
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Exploring Spring Model [Added: 10/12/2001]
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Gustavo Oliveira
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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.
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Gravity FAQ [Added: 9/8/1999]
|
Edgar Roman
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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. |
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Lone Game Developer Battles Physics Simulator [Added: 7/10/2000]
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Jeff Lander
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Looks at the challenges involved in achieving a realistic and interesting physics simulation. |
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Outsourcing Reality: Integrating a Commercial Physics Engine [Added: 4/20/2003]
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Matt McLaurin
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Covers the advantages and process involved in using a commercial physics engine. |
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Physics Engines, Part One: The Stress Test [Added: 9/25/2000]
|
Jeff Lander and Chris Hecker
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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. |
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Physics Engines, Part Two: The Rest of the Story [Added: 9/25/2000]
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Jeff Lander and Chris Hecker
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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. |
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Physics for Game Developers Chapter 6: Projectiles [Added: 11/28/2001]
|
David M. Bourg
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A chapter from the book Physics for Game Developers. |
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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. |
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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. |
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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. |
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Simple Harmonic Motion [Added: 7/31/1999]
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This would apply to waves, mass-spring systems, and pendulums. |
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The Physics of Racing Series, FAQ [Added: 1/7/2002]
|
Brian Beckman
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A brief overview of the series. |
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The Physics of Racing, Part 1: Weight Transfer [Added: 1/7/2002]
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Brian Beckman
|
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The Physics of Racing, Part 2: Keeping Your Tires Stuck to the Ground [Added: 1/7/2002]
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Brian Beckman
|
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The Physics of Racing, Part 3: Basic Calculations [Added: 1/7/2002]
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Brian Beckman
|
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The Physics of Racing, Part 4: There Is No Such Thing as Centrifugal Force [Added: 1/7/2002]
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Brian Beckman
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The Physics of Racing, Part 5: Introduction to the Racing Line [Added: 1/7/2002]
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Brian Beckman
|
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The Physics of Racing, Part 6: Speed and Horsepower [Added: 1/7/2002]
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Brian Beckman
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The Physics of Racing, Part 7: The Traction Budget [Added: 1/7/2002]
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Brian Beckman
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The Physics of Racing, Part 8: Simulating Car Dynamics with a Computer Program [Added: 1/7/2002]
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Brian Beckman
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The Physics of Racing, Part 9: Straights [Added: 1/7/2002]
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Brian Beckman
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The Physics of Racing, Part 10: Grip Angle [Added: 1/7/2002]
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Brian Beckman
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The Physics of Racing, Part 11: Braking [Added: 1/7/2002]
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Brian Beckman
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The Physics of Racing, Part 12: CyberCar, Every Racer's DWIM Car? [Added: 1/7/2002]
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Brian Beckman
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The Physics of Racing, Part 13: Transients - The Lost Episode [Added: 1/7/2002]
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Brian Beckman
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The Physics of Racing, Part 14: Why Smoothness? [Added: 1/7/2002]
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Brian Beckman
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The Physics of Racing, Part 15: Bumps In The Road [Added: 1/7/2002]
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Brian Beckman
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The Physics of Racing, Part 16: RARS, A Simple Racing Simulator [Added: 1/7/2002]
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Brian Beckman
|
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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) |
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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) |
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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. |
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Torque and Rotational Motion [Added: 7/31/1999]
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The physics of torque and rotational motion. |
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