Game Engine Architecture
659 acts like an invisible rod between the two constrained points. Figure 12.31 il- lustrates this constraint. 12.4.8.3. Hinge C ...
660 12. Collision and Rigid Body Dynamics 12.4.8.5. Other Common Constraint Types Many other types of constraints are possible, ...
661 by the physics system. (See Chapter 11 for more details on skeletal anima- tion.) Of course, implementing a rag doll is not ...
662 12. Collision and Rigid Body Dynamics to rotate the elbow back into alignment with θ rest. In the absence of any other force ...
663 ly, it would be called an impulse—more on that below.) The forces in a game are oft en dynamic in nature—they oft en change ...
664 12. Collision and Rigid Body Dynamics orders. That said, the technique I’ve seen used most oft en goes something like this: ...
665 Let’s take a look fi rst at how a constraint solver works in the trivial case of a single pair of bodies connected by a sing ...
666 12. Collision and Rigid Body Dynamics 12.5 Integrating a Physics Engine into Your Game Obviously, a collision/physics engine ...
667 non-player characters cannot interact, such as birds fl ying overhead or portions of the game world that can be seen but nev ...
668 12. Collision and Rigid Body Dynamics by the simulation. Such game objects are called physics-driven objects. Bits of debris ...
669 of the human player. We oft en want these objects to participate in collision detection—to be capable of pushing the physics ...
670 12. Collision and Rigid Body Dynamics As you’ve probably already noticed, the hinge constraint is not actually needed in thi ...
671 must also be done every frame. The following steps are required to completely update the physics simulation: z Update game-d ...
672 12. Collision and Rigid Body Dynamics the game loop. This ensures that we are rendering a consistent view of the game world ...
673 g_gameObjectManager-> preAnimationUpdate(dt); g_animationEngine->updateAnimations(dt); g_gameObjectManager-> postAn ...
674 12. Collision and Rigid Body Dynamics Running Physics in a Separate Thread One option is to run the physics/collision engine ...
675 and PhysX, make use of collision islands—groups of rigid bodies that can be simulated independently of one another. This des ...
676 12. Collision and Rigid Body Dynamics 12.5.3.1. Simple Rigid Body Game Objects Many games include simple physically simulate ...
677 does not align with the ray coming from the camera focal point through the reticle in the center of the screen. This can lea ...
678 12. Collision and Rigid Body Dynamics sion and its impacts with objects in the world, and a growing damage radius that aff e ...
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