3D Theory - Games Generation Example

It seems that there are a number of options in building a physics simulator, None of these options can cope with all types of physics, I think the ideal system would be able to mix these approaches and dynamically switch between them depending on the accuracy required and computing resources available. 
However, to be practical, To build a practical simulator we would need to choose between options such as: 


Options are: 
a) finite steps, e.g.- model each atom, or one point represents say a million or a billion atoms.  
b) solid bodies - each solid body has 6 degrees of freedom, only boundary has to be modeled for collision detection 
c) make solid bodies as a set of simpler shapes, say cubes, or represent shapes and mass distribution by equations.


Options are: 
d) finite steps, represent time varying quantities at step n, in terms of step n-1, n-2, etc. 
e) continuous, represent time varying by equations.


Options are: 
f) represent all interactions between objects as forces and groups of forces as force + torque. 
g) treat static contact, free movement, constraints (joints and sliding) and collisions separately each with there own algorithms. 

Snooker Game

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Book Shop - Further reading.

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cover Game Programming for Teens.

other games programming books

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Where I can, I have put links to Amazon for commercial software, not directly related to this site, but related to the subject being discussed, click on the appropriate country flag to get more details of the software or to buy it from them.

cover Dark Basic Professional Edition - It is better to get this professional edition

cover This is a version of basic designed for building games, for example to rotate a cube you might do the following:
make object cube 1,100
for x=1 to 360
rotate object 1,x,x,0
next x

cover Game Programming with Darkbasic - book for above software


other commercial software

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