Ten Minute Physics
matthias-research.github.io
Ten Minute Physics
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#8A really interesting results that's come out of Matthias and co.'s research in the last few years that is still percolating its way through the realtime physics community is the so called "small step" technique. Explained at a really high level: integrating a physical system requires solving large sparse systems of nonlinear equations. Traditionally, the equations would be solved once a frame with iterative methods (often with a fixed number of iterations, such as 10 or 20 per frame). It turns out it's massively more efficient for accurate results to just run a single iteration of the solver, but increase the physics framerate by 10 or 20 times (or actually, since there's a tiny bit of overhead to process a physics frame, for equivalent computational load, you can usually only increase the framerate 9-18 times). The intuition here is that even though 1 iteration of the solver is much less accurate than 20, by only taking a small step forward in time the error drift in the physical system is even lower. It's only somewhat handwavy to say solver iterations reduce error at a linear rate, but decreasing physics frame time reduces error at an O(n^2) rate.
While almost all engines have added an option to use the small step technique, one issue slowing down adoption is that it is too accurate! The old way of solving the nonlinear equations once a frame introduced a huge amount of numerical damping. That greatly reduced accuracy, but did serve to stabilize simulations, in a way. With the small step technique, numerical damping is greatly reduced, so intentional physical models of damping need to be added back in and tuned by hand. People aren't used to working this way, so designers are still toggling back to the "large step" method. It's likely once people figure out how to properly use this new technique, you'll see a noticeable uptick in the fidelity of physics in games.
Re: Ten Minute Physics
#9I am having fun recreating some of the tutorials in Python. Getting visualizations working the same way is harder though so I am not doing everything the same way.