Tuesday, June 05, 2007

Let's get physical!

We've integrated Newton Game Dynamics into Ogre3d for our physics solution, and it's been a real learning experience to say the least. I was lucky enough to have snagged a complete printed copy of the GDC 2007 Tutorial on Game Physics Development handout, as far as I'm concerned a one of a kind collection of knowledge for how to implement physics in games. It's a collection of slideshows presented by a bunch of very smart people, all of which are listed here. The material for the tutorial is all here.

Anyway, it's been invaluable to have this wonderful reference available as I try and write code for things like limiting thrust as you reach your top speed, Auto-Guidance systems which need to know when to start slowing down before they overshoot their destination, and how we're going to deal with things like shells traveling through space at high rates of speed, which is, as it turns out, a form of rocket science. Fortunately these guys are heroes on the topic.

We are going to open source our engine (sooner rather than later, watch this space for more), so as part of that effort we'll be releasing our collective findings on what you need to know to do it yourself, but really it's nothing Jim Van Verth doesn't cover much better in his tutorials.

Thanks Jim. Next time we're in the same place at the same time, look me up and I'll buy you a pint.

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