3 ms·
You don't need to know much (if anything) about PDEs. If you've taken an undergrad class in classical mechanics, you'll do just fine. If you're interested spec
by walrus 13y ago
You don't need to know much (if anything) about PDEs. If you've taken an undergrad class in classical mechanics, you'll do just fine.
If you're interested specifically in game physics using Verlet integration, http://web.archive.org/web/20100111035201/http://www.teknikus.dk/tj/gdc2001.htm http://web.archive.org/web/20100111035201/http://www.tekniku... is a nice reference. Most of the springy-cloth demos use Verlet integration.
Here's a short series on 3D game physics that doesn't rely on a Verlet integration scheme: http://gafferongames.com/game-physics/ http://gafferongames.com/game-physics/. The advantage here is you get a more general ODE solver. It's a little bit more tricky to get right, though.
Once you dig a bit deeper into it, you'll find that the hard part is collision detection/response. A nice intro is the two tutorials at http://www.metanetsoftware.com/technique.html http://www.metanetsoftware.com/technique.html. An in-depth reference is Real-Time Collision Detection by Christer Ericson.
A community related to this is http://www.bulletphysics.org/Bullet/phpBB3/ http://www.bulletphysics.org/Bullet/phpBB3/.