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      If anyone else is curious, I can highly recommend the linked Ten Minute Physics tutorials. The creator, Matthias Müller, also has a ton of (fairly fundamental!) papers in the field of real-time physics simulation, and you can tell he really understands what he’s talking about. They’re some of the easiest to understand tutorials out there, in a field which can be quite overwhelming.

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        That looks fantastic, thank you! You should submit it as a top-level story.

        I really appreciate his emphasis on keeping it simple: easy to explain and implement. When I read other game physics tutorials years ago I thought you need complex integration techniques like RK4 and I didn’t understand how that fits into the rest of the game loop. (Do you need to have multiple copies of the game state around to average them? How do you handle entities that appear or disappear during the simulation?) By contrast I think Matthias is saying you can use a smaller timestep, and don’t try to use very-stiff springs to enforce constraints.

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        their library of concepts is hilarious, too: https://mitxela.com/projects/concepts