Collisions 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.
That sounds like the kind of thing which works if you're doing physics at 1kHz+ with an integration algorithm with good numeric stability which honours conservation of energy, but in games, we're often running physics at down to 30Hz using some ad-hoc Euler-Chromer, which requires very different approaches
2D Rigid Body Collision Resolution
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Re: 2D Rigid Body Collision Resolution
#22The 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.
Bartosz was definitely my biggest inspiration when writing this post. I was debating if I should actually use that domain because it might come across as a little too derivative but I couldn't resist!
Re: 2D Rigid Body Collision Resolution
#23Collisions 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.
Re: 2D Rigid Body Collision Resolution
#24Re: 2D Rigid Body Collision Resolution
#25Collisions 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.
Neat! do you have a resource that explains this perspective further?
Re: 2D Rigid Body Collision Resolution
#26If you want to go further and go for rigid body dynamics and constraint, I found that series of blog post very useful: https://www.toptal.com/game/video-game-physics-part-i-an-int...
Re: 2D Rigid Body Collision Resolution
#27Hey 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…
Would really appreciate the inclusion of an RSS feed so I can continue to follow along!
Re: 2D Rigid Body Collision Resolution
#28One side project I am working on right now is a 2d space shooter I am developing with my son. The idea is to have top down look, have each player control some kind of ship and fly in an enclosed area filled with space debris and shot opponents. An important aspect of this game is that the space debris can be moved around the arena and used creatively to capture opponents, prevent them from achieving their goals, etc.…
Re: 2D Rigid Body Collision Resolution
#29The 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.