Physics Integration Articles, Links

Anything and everything that's related to OGRE or the wider graphics field that doesn't fit into the other forums.
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tuan kuranes
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Physics Integration Articles, Links

Post by tuan kuranes » Fri Dec 31, 2004 5:26 pm

For all those integration Physics within Ogre, here are some must read code and text about timestep choice, integration choice, network precautions, etc from Glenn Fiedler :

http://69.55.229.29/articles/

From the same author, I recommend a very interesting presentation + demo in opengl with source code "Zen of Networked Physics" :

http://69.55.229.29/archives/2004/12/ze ... trackbacks

While I'm here, here are some links on physics :

After Newton, Ode, Novodex, Tokamak, Caledyn, and Havok,
here is another physic lib : "Jiglib"
http://www.rowlhouse.co.uk/jiglib/index.html
(with an interesting paper on how resolving stacking problems)

Some "verlet integration" souce code (vehicles on terrain)
http://www.members.lycos.co.uk/olivierrenault/

For those who needs some real paper, I've just noticed that "Game Programming Gems" book series has published the fourth volume (on march), and has now a physic chapter :

http://www.charlesriver.com/titles/gamegems4.html

("Terrain Occlusion Culling with Horizons" article in the book seems also very interesting... also coming from the same Glenn Fiedler... what's happening in Australia in those days in game development ??)
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Post by Gaffer » Mon Jan 03, 2005 12:05 am

Glad you guys like my articles, you can find the source code for the articles here, up to the 3rd article on physics in 3d:

http://69.55.229.29/downloads/GamePhysics.zip

i'll be finishing up source code for the next few articles shortly, plus the last article on the series on networking is only a draft i wrote before my presentation, so take it with a grain of salt - i need to update it to include the 'important moves' technique in the zen of networked physics demo, which is the trick that elimiminates snapping due to packet loss completely even under 50% packet loss and 2 seconds latency.

cheers all
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Post by ArmaDuck » Mon Jan 03, 2005 7:56 am

turan: You always find some great links.

Gaffer: Your articles are wonderful and help clarify lots of things, I hope you continue to create them!

Thanks
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Post by Gaffer » Mon Jan 03, 2005 8:36 am

ArmaDuck wrote:turan: You always find some great links.

Gaffer: Your articles are wonderful and help clarify lots of things, I hope you continue to create them!

Thanks
Thanks! Well i start fulltime commercial gamedev work again in a matter of days, and these articles were wrote entirely on my break after leaving employment at Irrational Games. Once i start fulltime work its unlikely that i'll be able to write as many articles, and it gets complex as i will need to clear anything i publish with my employer

But, I'll see what i can do! For the near future at least, i'm probably going to have to take a break from article writing until i settle in at the company, but hopefully i'll be able to finish my articles on buoyancy physics, and expand a bit on netcode (i've got a near completed fps style game including all netcode ready to go out with a new article)

cheers
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