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TheXploder
Thu Jan 13, 2005 4:06 pm

Physics Engine
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I wanna make a physics engine, that will implement constraints --> strings and collision with hard bodies/soft bodies but I don't know where to start.
please post any good tutorials, or if you know the concept behind doing just that.

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Martin
Thu Jan 13, 2005 8:03 pm


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Take a physics course in highschool, that's really all that you need.

Or you could download an existing one and see how it does stuff. Implimenting physics into a game isn't realy that hard, just start with some basic kinematics and expand from there.

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Tony
Thu Jan 13, 2005 9:15 pm


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solid understanding of OOP will be of a great asset

there are solid objects and forces. Each frame all of the forces are added up, and the net force is appied to object's inertia. Then everything moves :wink:

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TheXploder
Fri Jan 14, 2005 7:44 pm


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solid understanding of oop, check. taking a highschool course in physics, check... I still don't get what the concept behind doing that is.

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Tony
Fri Jan 14, 2005 9:14 pm


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well the basic idea of OOP is modeling the code after real world objects. You're taking highschool physics - you should have a desent grasp on the world. Try to discribe objects that move around in this world and model your code after that.

The trick is to start out simple. You could lift certain forces (your objects are in a vacume and somebody forgot to turn the gravity on) to get going. Once you have something moving around on the screen (or atleast in the numbers) - you should get ideas and motivation to continue on.

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TheZsterBunny
Sat Jan 29, 2005 11:00 pm


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keeping everything together, you would do something like this.


ball object
xpos
ypos
velocity,
acceleration
resistance to motion
weight
um... material?


right?

I haven't learned much in physics [rearrange letters in 'oh, man!'], so I'm not sure how something like this would be done. The physics part anyways.

-Z

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Martin
Sun Jan 30, 2005 9:23 am


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Create objects, and give them attributes. When objects interact, use these attributes to determine the results of the interaction.
