Title: Game Physics
1Game Physics Part I
2Rigid Body Dynamics
- Kinematics is the study of movement over time
- Dynamics is the study of force and masses
interacting to cause movement over time (aka
kinematic changes). - Example
- How far a ball travels in 10 seconds at 50mph is
kinematics - How far the same ball travels when hit by a bat
and under the force of gravity is dynamics - Additionally for simplification were going to
model rigid bodies ones that do not deform (not
squishy) - We can model articulated rigid bodies multiple
limbs connected with a joint
3Bring on calculus
- Calculus was invented by Newton (and Leibniz) to
handle these problems - Newtons Laws
- 1. An object at rest stays at rest and an object
in uniform motion stays in the same motions
unless acted upon by outside forces (conservation
of inertia) - 2. Force Mass Acceleration
- 3. For every action there is an equal and
opposite reaction
4Fma
- rPosition, vVelocity, aacceleration
- Velocity is equal to the change in position over
time. - Acceleration is equal to the change in velocity
over time.
5Intuitive Understanding
- If every second my position changes by 5m, what
is my velocity? - Acceleration is the change in velocity over time.
If I am traveling at 5m/s at time t1, and 6m/s
at t2, my acceleration is 1m/ss
6Integration
- Integration takes you backwards
- Integrating acceleration over time gives you
velocity - Intuition
- If you are acceleration at 5m/ss, then every
second you increase velocity by 5. Integrating
sums up these changes, so your velocity is - What is C?
- At time t0, what is velocity? C so C is initial
velocity - So, if you are accelerating at 5m/ss, starting
at 7m/s what is your velocity at time t3 seconds?
7Integration
- Similarly, integrating velocity over time gives
you position - Example If youre accelerating at a constant
5m/ss, then - So, given you have traveled for 5 seconds
starting from point 0, where are you? - Plug in the values
- So, given initial position, initial velocity, and
acceleration you can find the new position,
velocity. - We will do this every frame, using values from
the previous frames.
8Forces
- But wait how do we find the acceleration to
begin with? - Linear momentum is denoted as p which is
- To change momentum, we need a force.Newton says
- So, given a force on a point mass, we can find
the acceleration and then we can find position,
velocity whew, were done but..
9Finding Momentum
- On a rigid body, we have mass spread over an area
- We compute momentum by treating each point on the
object discretely and summing them up - Lets try to simplify this by introducing the
center of mass (CM). Define CM as (where M is the
total mass of the body)
10Center of Mass
- Using this equation, multiply bothsides by M and
take the derivative - Aha.. .now we have total momentum on the right,
but what is on the left? - Because M is a constant it comes out of the
derivative and then we have change in position
over time of the center of mass or velocity of
CM!
11Acceleration of CM
- Total linear momentum can be found just using the
velocity of the CM (no summation needed!) - So, finally the acceleration of the entire body
can be calculated by assuming the forces are all
acting on the CM and computing the acceleration
of CM
12Partial Summary
- We now know, that given an objects acceleration
we can compute its velocity and position by
integrating - And to determine acceleration, we can sum forces
acting on the center of mass (CM) and divide by
total mass - Current challenge Integrating symbolically the
find v(t) and t(t) is very hard! Remember
differential equations?
13Differential Equations
- These equations occur when the dependent variable
and its derivative both appear in the equation.
Intuitively this occurs frequently because it
means the rate of change of a value depends on
the value. - Example air friction.. the faster you are going,
the more force it applies to slow you down - f -v ma (solve for a) but a is the
derivative of v, so - Solving this analytically is best left to you and
your differential equations professor
14Numerical Integration of Ordinary Differential
Equations (ODEs)
- Analytically solving these is hard, but solving
them numerically is much simpler. Many methods
exist, but well use Eulers method. - Integration is simply summing the area under the
curve, and the derivative is the slope of the
curve at any point. Euler says
Integrating from t3 to 5 is summing the y values
for that section.
t3
t5
15Eulers Approximation
Numerically integrating velocity and position we
get these equations
Euler numerical integration is an approximation
(src Wikipedia)
16Final Summary of Equations
- Sum up the forces acting on the body at the
center of mass to get current acceleration - To get new velocity and position, use your
current acceleration, velocity, position and
numerical integration over some small time step
(h)
17Now we can code!
- ForceRegistry stores which forces are being
applied to which objects - ForceGenerator virtual (abstract) class that all
Forces implement - Mainloop
- for each entry in Registry
- add force to accumulator in object
- for each object
- compute acceleration using resulting
total force - compute new velocity using acceleration
- compute new position using velocity
- reset force accumulator to zero
18ForceRegistry
19ForceGenerator
20ImpulseForceGenerator
Warning This code is actually changing the
acceleration, it should just update the forces
and the acceleration should be computed at the
end of all forces
21DragForce generator
- In order to slow an object down, a drag force can
be applied that works in the opposite direction
of velocity. - typically a simplified drag equation used in
games is - k1 and k2 are constants specifying the drag
force, and the direction is in the opposite
direction of velocity.
22DragForce Generator
Add force to current forces upon the player
23Mainloop Updating Physics Quantities
Inside mainloop
After the forces have been updated, you must then
apply the forces to create acceleration and
update velocity and position.
24Whats next?
- Other forces
- Spring forces push and pull
- Bungee forces pull only
- Anchored springs/bungees
- Rotational forces
- forces instead of moving the force can also
induce rotations on the object - Collisions
- Conversion from 2D to 3D
25References
- These slides are mainly based on Chris Heckers
articles in Game Developers Magazine (1997). - The specific PDFs (part 1-4) are available
athttp//chrishecker.com/Rigid_Body_Dynamics - Additional references from
- http//en.wikipedia.org/wiki/Euler_method
- Graham Morgans slides (unpublished)