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Simple Verlet Physics for Games Stuart Allen (aka FunkyPear)
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Euler Integration Simplest method of moving particles and objects Need to keep track of object position and speed Each frame/time step add speed to position: X = X + speedX Y = Y + speedY
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Verlet Integration Also fairly simple, but expandable to be more accurate (outside scope of this talk) Need to keep track of object current position and previous position Each frame/time step, calculate distance travelled since last time, and add to current position: X = X + (X - oldX) Y = Y + (Y - oldY)
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Relaxation Loop over constrain step multiple time to pull points together and make final result more rigid Less constrain loops means a more bendy and bouncy structure
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Engine Upgrade: Fixed Points Fixed points do not move – other end of stick does all the moving
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Structures & Towers Adding fixed points allows us to build fixed but flexible structures Towers (fixed points on ground) Bridges (fixed points on either edge of a gap) Dangling ropes (fixed point above rope)
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Engine Upgrade: Stick Length Tolerance Sticks previously had set length Modify sticks to have min and max lengths. Soft body dynamics possible due to addition valid solutions
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Blobs Blobs attempt to mimic gooey / gelatinous objects Multiple different configurations: Centre point makes blob seem more solid Double skinning helps stop edge points glitching More tolerance in inner sticks makes for a flatter, more dynamic blob
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