Physics
description
Transcript of Physics
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Physics
Michael Vernier
Robert Weekley
Michael Ford
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Why Physics?
• More interactivity
• Looks cool (explosions)
• More realistic
• More variety and easier animations (rag doll physics for death animations)
• Better gameplay (space fighter, driving games)
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Why a Physics Engine?
• Physics simulation is hard
• Requires very stable integrator
• Articulated bodies especially take difficult math
• Optimization is important
• Spring systems explode easily
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Major Features
• Collision detection
• Newtonian forces and collision response
• Buoyant forces
• Friction
• Articulation and jointed characters (rag doll)
• Prebuilt objects for simulation
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Physics Toolkits
• ODE (Open Dynamics Engine)• Ageia PhysX• Newton Game Dynamics• Havok• Havok FX• Tokamak Game Physics
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Newton Game Dynamics
• Free for use with credit to authors.
• Cross Platform (Win32, Mac OS X, Linux)
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Features
• Collision Detection• Collision Response• Buoyancy• Friction• Seven different Joints• Rag Doll Physics• Height Map Collision• Claims very stable solver
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API
• C++ API
• Tutorials
• Wiki
• API Documentation seems complete
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Used In
• Not very much yet.
• Several small independent games.– Future Pinball– Trembling Towers– Classic Cars Racer– Virtual Reality Chat– Ultra Stein 3D Pinball
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Ageia PhysX
• Features– Designed for massively parallel hardware– Designed with games in mind
• Complex rigid body system• Volumetric fluid and cloth simulations• Advanced Character Control• Ray-cast vehicles
– Support for many scenes
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Ageia PhysX
• Features (cont’d)– Remote debugging capability– Cross-Platform
• Single and multi-core PC• Xbox 360• Playstation 3• PhysX Processor!
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Ageia PhysX
• Problems– Commercial licensing
• Free for non-commercial projects• $50k per SKU for commercial products
– Currently no killer game to show off the processor
• But, they’re on their way
– Limited availability of PhysX cards
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Ageia PhysX
• Who’s using PhysX?– Partners
– Other Developers
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Ageia PhysX
• API – C++– Primitives
• Box (AABB, OBB), sphere, capsule, plane, line, ray, height map, convex mesh, triangular mesh
– Joints• Spherical, revolute, prismatic, cylindrical, fixed,
distance, point in plane, point on line, pulley, 6DOF
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Ageia PhysX
• Tools– PhysX Create
• Plugins for 3DS Max and Maya
– PhysX Rocket• Preview and tuning of content
– PhysX VRD• Real-time visual remote debugger
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Ageia PhysX
• Demos– GRAW comparison of PhysX processor– Fluid Dynamics (Fog, Napalm)– Artificial Studios Cellfactor– Bet on Soldier: Blood Sport
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Open Dynamics Engine (ODE)
• Rob needs to get off his lazy butt and fill this in
Wunderverbindungen
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Open Dynamics Engine (ODE)
• Features– Open Source– Platform independent– Rigid Body Dynamics (V3)
• Vehicles• Virtual Reality Environments• Virtual Creatures
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Open Dynamics Engine (ODE)
• Features (cont’d)– Collision Detection– Collision Handling– Friction– Three different Joints
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Open Dynamics Engine (ODE)
• Problems– Traded Accuracy for Speed and Stability– 2 Years since last release – 2 + Months since last “Nightly Build”– Samples crash or don’t work
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Open Dynamics Engine (ODE)
• Who’s using ODE?– 87 linked users– Games & Game Engines
• 3Impact• Gryps Engine
– Tools• Juice• Blender
– Simulators
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Havok
• Industry Standard
• Used in Half Life 2, Halo 2, F.E.A.R., and many other blockbuster games.
• Also used in the Jupiter EX game engine.
• Very expensive (they won’t even give you a price if you don’t work for EA)
• Joining with nVidia to use the GPU for physics calculations.
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Physics and Ogre
• OgreODE– Adds prefab vehicles and rag-doll support
• OgreNewt– Implements nearly all of Newton’s
functionality
• NxOgre– Adds state machine support
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Questions?