Games104 Introduction to Modern Game Engines-lecture10 The Physical System of Game Engines: Basic Theory and Algorithms

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1 Physics Actors and Sphapes

1 Physics Actor

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static actor

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dynamic actor

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dynamic actor
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2 Actor Shapes

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Triangle mesh is only allowed to be static
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Try to use simple, not complex.
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Set quality and density

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Center of mass:
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friction and elasticity
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2 force

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momentum
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3 sports

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1 shows the Euler integral:

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Energy is not conserved!
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Advantages: simple and effective
Disadvantages: energy is not conserved

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2 Implicit Euler method

The power of the future will be counted.
Energy decays!
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is a stable solution.
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3 Semi-implicit Euler method – cost-effective, the most used

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4 Rigid body dynamics

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Moment of inertia: is a tensor.
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Conservation of Angular Momentum:
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Moment:
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Applications:
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5 Collision detection

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1 Broad Phase

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2 Narrow Phase

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distance field method
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1 Minkowski

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Minkoff and:
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AB:
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2 GJK algorithm

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3 SAT algorithm

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6 collision Resoution

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Lagrangian – for stability
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7 scene query

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8 Efficiency,Accuracy,Determinism

Grouping,
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CCD: Continuous Collision Detection - very commonly used.
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Floating-point instability.
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9 videos

https://www.bilibili.com/video/BV16U4y117VU/?spm_id_from=333.788&vd_source=5c9c50b5a07b211beafdf65d7cc7f8c8

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Origin blog.csdn.net/qq_41286360/article/details/125354512