Hello readers, I’m no longer posting new content on gafferongames.com Please check out my new blog at mas-bandwidth.com! Introduction Hi, I’m Glenn Fiedler and welcome to Game Physics. In the previous article we discussed how to integrate our physics simulation forward at fixed delta time increments, regardless of display framerate. In this article we are going to simulate motion in three dimensions. Rigid Bodies We will concentrate on a type of object called a rigid body.| Gaffer On Games
Introduction Hi, I’m Glenn Fiedler and welcome to Game Physics. In the previous article we discussed how to use spring-like forces to model basic collision response, joints and motors. In this article we’re going to discuss how to network a physics simulation. First Person Shooters First person shooter physics are usually very simple. The world is static and players are limited to running around and jumping and shooting. Because of cheating, first person shooters typically operate on a cl...| Gaffer On Games