The separating axis theorem is one of the most useful things to know when programming collision detection. The separating axis shows that if you project the extents of the convex object in the direction of the axis and they do not overlap, then they do not intersect. If they do overlap and the objects are convex then the objects intersect.
Cloth physics is a fantastic visual representation of how physics can be used to enhance a scene in a game, it can be used to convey character emotion like in the PS3 game Journey by thatgamecompany or just make a character feel more alive like in Beyond : Two souls in the chapter “The Embassy” where Jodie wears a red dress.
Cloth physics is also notoriously difficult to get right. From numerical stability to collision. In this post i will talk about my approach to solving cloth simulation. Making it “feel” good, stable and usable in different situations, character cloth and flags. Continue reading “Cloth Physics.”
I just recently implemented ImGui into my physics engine. Working on my physics engine is really fun and challenging, i have a lot more to add and learn to make this a polished programming product. Implementing a Graphical User interface was brought on by looking at the behind the scenes footage of Last Of US by Naughty Dog Inc. They had really simple GUI but it was highly useful to both programmers and game designers. They were able to configure options while Continue reading “Using IMGUI in my Physics Engine.”
The most important thing you need to know when simulating planetary gravity is Newton law of universal gravitation. Which states that every point mass in the universe attracts every other point mass with a force that is directly proportional to the product of their masses and inversely proportional to the square of the distance between them.