This paper has described how a physics system was implemented in Hitman. The underlying philosophy of combining iterative methods with a stable integrator has proven to be successful and useful for implementation in computer games. Most notably, the unified particle-based framework, which handles both collisions and contact, and the ability to trade off speed vs. accuracy without accumulating visually obvious errors are powerful features. Naturally, there are still many specifics that can be improved upon. In particular, the tetrahedron model for rigid bodies needs some work. This is in the works.
Na stránke Thomasa Jakobsena je aj niečo o Advanced Character Physics - the fysix engine (.ppt). Ostatné prezentácie sa mi zdali o ničom...
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