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Physics for Games Programmers Reframing the Problem. Squirrel Eiserloh Technical Director MumboJumbo Games squirrel@eiserloh.net www.algds.org. Physics for Games Programmers Reframing the Problem a.k.a. “It’s All Relative”.
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Physics for Games Programmers Reframing the Problem Squirrel EiserlohTechnical DirectorMumboJumbo Gamessquirrel@eiserloh.netwww.algds.org
Physics for Games Programmers Reframing the Problema.k.a. “It’s All Relative” Squirrel EiserlohTechnical DirectorMumboJumbo Gamessquirrel@eiserloh.netwww.algds.org
Overview • Tunneling • Movement Bounds • Swept Shapes • Einstein Says... • Minkowski Says... • Rotation
Tunneling (Sucks)
Tunneling • Question #1: Do objects A and B overlap? • Plenty of reference material to help solve this, but... • ...this is often the wrong question to ask (begs tunneling).
Tunneling (cont’d) • Tunneling is very, very bad – this is not a “mundane detail” • Things falling through world • Bullets passing through people or walls • Players getting places they shouldn’t • Players missing a trigger boundary • Tunneling is a false negative • Okay, so tunneling really sucks. What can we do about it?
Movement Bounds • Disc / Sphere
Movement Bounds • Disc / Sphere • AABB (Axis-Aligned Bounding Box)
Movement Bounds • Disc / Sphere • AABB (Axis-Aligned Bounding Box) • OBB (Oriented Bounding Box)
Movement Bounds • Question #2: Could A and B have collided during the frame? • Better than Question #1 (solves tunneling!), but...
Movement Bounds • Question #2: Could A and B have collided during the frame? • Better than Question #1 (solves tunneling!), but... • ...even if the answer is “yes”, we still don’t know for sure (false positive).
Movement Bounds • Conclusion • Good: They prevent tunneling! (i.e. no false negatives) • Bad: They don’t actually tell us whether A and B collided (still have false positives). • Good: They can be used as a cheap, effective early rejection test.
Swept Shapes • Swept disc / sphere (n-sphere): capsule
Swept Shapes • Swept disc / sphere (n-sphere): capsule • Swept AABB: convexpolytope (polygon in 2d, polyhedron in 3d)
Swept Shapes • Swept disc / sphere (n-sphere): capsule • Swept AABB: convex polytope (polygon in 2d, polyhedron in 3d) • Swept triangle / tetrahedron (simplex): convex polytope
Swept Shapes • Swept disc / sphere (n-sphere): capsule • Swept AABB: convex polytope (polygon in 2d, polyhedron in 3d) • Swept triangle / tetrahedron (simplex): convex polytope • Swept polytope: convexpolytope
Swept Shapes (cont’d) • Like movement bounds, only with a perfect fit!
Swept Shapes (cont’d) • Like movement bounds, only with a perfect fit! • Still no false negatives (tunneling).
Swept Shapes (cont’d) • Like movement bounds, only with a perfect fit! • Still no false negatives (tunneling). • Finally, no false positives, either!
Swept Shapes (cont’d) • Like movement bounds, only with a perfect fit! • Still no false negatives (tunneling). • Finally, no false positives, either! • No, wait, nevermind. Still have ‘em. Rats.
Swept Shapes (cont’d) • Like movement bounds, only with a perfect fit! • Still no false negatives (tunneling). • Finally, no false positives, either! • No, wait, nevermind. Still have ‘em. Rats.
Swept Shapes (cont’d) • Like movement bounds, only with a perfect fit! • Still no false negatives (tunneling). • Finally, no false positives, either! • No, wait, nevermind. Still have ‘em. Rats.
Swept Shapes (cont’d) • Conclusion • Suck? • Can be used as early rejection test, but... • ...movement bounds are better for that. • If you’re not too picky... • ...they DO solve a large number of nasty problems (especially tunneling) • ...and can serve as a poor man’s continuous collision detection for a basic engine.
Einstein Says... • Coordinate systems are relative
Relative Coordinate Systems • World coordinates
Relative Coordinate Systems • World coordinates • A’s local coordinates
Relative Coordinate Systems • World coordinates • A’s local coordinates • B’s local coordinates
Relative Coordinate Systems • World coordinates • A’s local coordinates • B’s local coordinates • Many others (e.g. origin at point of impact)
Relative Coordinate Systems (cont’d) • Ball vs. world...
Relative Coordinate Systems (cont’d) • Ball vs. world... • in world coordinates
Relative Coordinate Systems (cont’d) • Ball vs. world... • in world coordinates • x component • y component
Relative Coordinate Systems (cont’d) • Ball vs. world... • in world coordinates • x component • y component • in impact coordinates
Relative Coordinate Systems (cont’d) • Ball vs. world... • in world coordinates • x component • y component • in impact coordinates • parallel component • perpendicular component
Relative Coordinate Systems (cont’d) • Ball vs. world... • in world coordinates • x component • y component • in impact coordinates • parallel component • perpendicular component • Change in motion happens along the perpendicular axis
Relative Coordinate Systems (cont’d) • Ball vs. ball...
Relative Coordinate Systems (cont’d) • Ball vs. ball... • in world coordinates
Relative Coordinate Systems (cont’d) • Ball vs. ball... • in world coordinates • x component • y component
Relative Coordinate Systems (cont’d) • Ball vs. ball... • in world coordinates • x component • y component • in impact coordinates
Relative Coordinate Systems (cont’d) • Ball vs. ball... • in world coordinates • x component • y component • in impact coordinates • parallel component • perpendicular component • Energy is exchanged along the perpendicular axis
Relative Coordinate Systems (cont’d) Also, math is often nicer at the origin. x2 - 2xh + h2 + y2 - 2yk + k2 = r2 x2 + y2 = r2
Einstein Says... • Coordinate systems are relative • Motion is relative