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Game Physics Cookbook

You're reading from   Game Physics Cookbook Discover over 100 easy-to-follow recipes to help you implement efficient game physics and collision detection in your games

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Product type Paperback
Published in Mar 2017
Publisher Packt
ISBN-13 9781787123663
Length 480 pages
Edition 1st Edition
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Concepts
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Author (1):
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Gabor Szauer Gabor Szauer
Author Profile Icon Gabor Szauer
Gabor Szauer
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Table of Contents (19) Chapters Close

Preface 1. Vectors FREE CHAPTER 2. Matrices 3. Matrix Transformations 4. 2D Primitive Shapes 5. 2D Collisions 6. 2D Optimizations 7. 3D Primitive Shapes 8. 3D Point Tests 9. 3D Shape Intersections 10. 3D Line Intersections 11. Triangles and Meshes 12. Models and Scenes 13. Camera and Frustum 14. Constraint Solving 15. Manifolds and Impulses 16. Springs and Joints A. Advanced Topics Index

Stability improvements

We can make several improvements to the stability of our physics engine. We fixed the problem of sinking using linear projection in Chapter 15, Manifolds and Impulses. Linear projection introduces its own flaws into our engine: jitter and object crawling. We used heavy friction to cover these issues up. Older physics engines had similar issues; they tended to use aggressive sleeping to cover these issues up. When a rigid body is asleep, it has no forces acting on it (including gravity) and therefore does not sink.

The more modern approach to fixing these issues is called Baumgarte Stabilization. Baumgarte Stabilization works by adding extra energy to physics resolution. This extra energy causes some jitter, but fixes the issues of sinking and crawling. We can add slop to the system, similarly to how we added slop to linear projections to fix the jitter issue.

Baumgarte Stabilization requires us to accumulate impulses over frames. In order to accumulate impulses, we...

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