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2D Rigid Body Collision Resolution

sassnow.ski

21–30 of 69 posts

Re: 2D Rigid Body Collision Resolution

#21
post #19
post #17

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

It's still the same principle even in games. If you are trying to explain where forces come from and how resolution works, you need to ground it in something. Otherwise you are just adding extra assumptions onto assumptions.

Re: 2D Rigid Body Collision Resolution

#22

The 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!

I'm thinking of changing my surname to Gambettski so I can also make cool online demos, so you're probably fine :)

Re: 2D Rigid Body Collision Resolution

#23
post #17

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.

Neat! do you have a resource that explains this perspective further?

Re: 2D Rigid Body Collision Resolution

#25
post #23
post #17

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.

Neat! do you have a resource that explains this perspective further?

I second this. I would love to learn more.

Re: 2D Rigid Body Collision Resolution

#27

Hey 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…

I really enjoyed the article :) Made it very understandable for me a person who struggled with some similar things in school.

Would really appreciate the inclusion of an RSS feed so I can continue to follow along!

Re: 2D Rigid Body Collision Resolution

#28

One 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.…

That still seems like a good lesson for your son; it's not always worth following the pure build-it-yourself dream for every part of a project.

Re: 2D Rigid Body Collision Resolution

#29

The 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.

For a brief moment, I thought this would be a Ciechanow blog and clicked quickly, only to return here to participate in discussions.
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