The Theory behind Physics Simulations
Posted by Kaya Kupferschmidt • Wednesday, March 23. 2005 • Category: Programming
I have always been curious about how all these advanced rigid physics simulations work in most modern games. Of course there are some ready-made libraries like ODE or Newton Game Dynamics that you can use in your own projects, but I still wanted to know about how these libraries actually work.
By incidence I found the Ph.D. dissertation from Kenny Erleben with the promising title Stable, Robust, and Versatile Multibody Dynamics Animation, as it was mentioned on the ODE mailing list. I really can recommend this work to everybody who wants to know about the internals of rigid body physics simulation, although the mathematical notation seems to be somewhat needlessly complex at some places, it contains lots of valuable information.
And for the fast readers, there is a course called Multibody Dynamics Animation held by Kenny Erleben and some others researchers at the Datalogisk Institut containing many downloadable PDF-slides.
By incidence I found the Ph.D. dissertation from Kenny Erleben with the promising title Stable, Robust, and Versatile Multibody Dynamics Animation, as it was mentioned on the ODE mailing list. I really can recommend this work to everybody who wants to know about the internals of rigid body physics simulation, although the mathematical notation seems to be somewhat needlessly complex at some places, it contains lots of valuable information.
And for the fast readers, there is a course called Multibody Dynamics Animation held by Kenny Erleben and some others researchers at the Datalogisk Institut containing many downloadable PDF-slides.


