2D Rigid Body Collision Resolution
11–20 of 69 posts
Re: 2D Rigid Body Collision Resolution
#12Couldn't be happier seeing more people going to same depths (or heights) to explain things to people. Will be looking forward to more articles like this as this just the very first one.
Re: 2D Rigid Body Collision Resolution
#13The way this article is written with small simulations throughout the page and word highlights was reminding me of https://ciechanow.ski/ and then I noticed the domain name. It is very similar too https://www.sassnow.ski/ Couldn't be happier seeing more people going to same depths (or heights) to explain things to people. Will be looking forward to more articles like this as this just the very first one.
Re: 2D Rigid Body Collision Resolution
#14Hey everyone, author here! To give some context, this is only part one in a series of blog posts I plan on writing about rigid body physics. The post is aimed at people like myself, who aren't game devs and don't necessarily have a strong math background. Which is why I spend so much time explaining concepts that would appear almost trivial to someone who has experience in this area. Happy to answer any questions you…
Re: 2D Rigid Body Collision Resolution
#15Besides that... Beautiful page, well done!
Re: 2D Rigid Body Collision Resolution
#16The way this article is written with small simulations throughout the page and word highlights was reminding me of https://ciechanow.ski/ and then I noticed the domain name. It is very similar too https://www.sassnow.ski/ Couldn't be happier seeing more people going to same depths (or heights) to explain things to people. Will be looking forward to more articles like this as this just the very first one.
Re: 2D Rigid Body Collision Resolution
#17Re: 2D Rigid Body Collision Resolution
#18As part of the project I was thinking we will skip game engine altogether because I wanted to teach my son a bit more about how to structure the application, etc. I thought in future we would use a ready game engine but at least once we would go through the exercise of implementing everything.
Everything was fine until we approached the problem of collision detection and handling. That's when things went downhill pretty quickly. Even with my theoretical math background I was soon consumed with just enormous amount of corner cases and finally decided to relent and use Box2d for this.
I am not a professional game developer, but I have over 20 years of development experience + math background and I still made the mistake of underestimating the problem. It really seems easy problem when you state it and just becomes exponentially more and more complex as you start digging into details.
Re: 2D Rigid Body Collision Resolution
#19Collisions are violations of the pairwise non-intersection constraint between bodies. Collision forces are Lagrange multipliers of these constraints. Collision normals are the (normalized) partial derivatives of the constraint function wrt one of the body's configurations.