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Hi,
I'm currently working on simulating realistic vehicle physics, with a particular focus on vehicle acceleration. I’ve been using the thesis “Development of a Car Physics Engine for Games” (https://nccastaff.bournemouth.ac.uk/jmacey/MastersProject/MSc12/Srisuchat/Thesis.pdf) as a resource, which h…
Hello, i was wondering if anyone here knows good methods to integrate 3 torques into a wheel's angular velocity in a physically correct manner? The 3 torque's i have are:
For now the friction torque is calculated as the following pseudo co…
I just prefer to use 4.5 code for my glsl cause i got a book on shaders (shader cookbook( and that coveres it very welll, but I also read the red book. was a neat expeirence… to say the least.
Thanks Dirk, this definitely helps, I appreciate it. My problem is I get too hung up on the most optimal way to do things. Your contact manifold talk made a lot of sense to me for the hull vs hull case, so I was curious if this was done in practice for boxes.
Thanks again!
Jikoob said:
When narrowing down my question to the simple diagonal throw/free fall problem I do agree that the math here is not complicated and it's probably the best way to implement such mechanic.
To me, the argument usually is: If the problem has an analytical solution, then i really want to use …
Split screen has been added ? I will refrain from releasing too many photos/videos from now until release.
However I will continue to post written updates on here.
NVIDIA has announced PhysX 5.0 with the release planned in early 2020. The latest release adds support for a unified constrained particle simulation framework.
The new version includes Finite Element Model (FEM) to support deformable bodies, improved liquid simulations, and use of arb…