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Chap 1 Math Physic

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41 views49 pages

Chap 1 Math Physic

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© © All Rights Reserved
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MATHS AND

PHYSICS FOR GAME


Vuong Ba Thinh
Department of CS –CSE Faculty - HCMUT

1
Outline
• Math – Linear Algebra for Game
• Vector
• Matrix
• Physics
• Collision Detection
• Movement

2
VECTOR
• Representation:

• In code:

• No concept of position

3
ADDITION

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SUBTRACTION

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SUBTRACTION
• Example: imagine you are designing a UI arrow system for a
game

arrowVector = objective.position – player.position

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LENGTH, UNIT VECTOR,
NORMALIZATION
• Length (magnitude)

• Unit Vector:

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SCALAR MULTIPLICATION

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DOT PRODUCT

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DOT PRODUCT

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SAMPLE PROBLEM: VECTOR
REFLECTION

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SAMPLE PROBLEM: VECTOR
REFLECTION

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CROSS PRODUCT

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CROSS PRODUCT

14
SAMPLE PROBLEM: ROTATING
A 2D CHARACTER

15
LINEAR INTERPOLATION

16
COORDINATE SYSTEMS

17
MATRIX

18
ADDITION

19
SCALAR MULTILICATION

20
MULTILICATION

21
INVERSE

• I: identity matrix

22
TRANSPOSE

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TRANSFORMING 3D VECTORS
BY MATRICES

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PHYSICS
• Plane
• Ray, and Line Segment
• Collision Geometry
• Physics-based Movement
• Physics Middleware

25
PLANE

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RAYS AND LINE SEGMENTS

27
COLLISION GEOMETRY
• What is it???
• Why do we use it?

28
BOUNDING SPHERE

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AXIS-ALIGNED BOUNDING
BOX

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CAPSULE

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CONVEX POLYGONS

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LIST OF COLLISION
GEOMETRIES
• ???

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COLLISION DETECTION
• Sphere versus Sphere Intersection
• AABB versus AABB Intersection
• Line Segment versus Plane Intersection
• Line Segment versus Triangle Intersection
• Sphere versus Plane Intersection
• Swept Sphere Intersection
• Collision Response
• Optimizing Collisions

34
SPHERE VERSUS SPHERE
INTERSECTION

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AABB VERSUS AABB
INTERSECTION

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LINE SEGMENT VERSUS PLANE
INTERSECTION

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LINE SEGMENT VERSUS
TRIANGLE INTERSECTION

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SPHERE VERSUS PLANE
INTERSECTION

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Swept Sphere Intersection
• Bullet through paper problem

• Swept Sphere Intersection

40
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COLLISION RESPONSE
• Read chapter 7 [1]

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OPTIMIZING COLLISIONS
• Read chapter 7 [1]

43
PHYSICS-BASED MOVEMENT
• Overview

• Problem???
44
ISSUES WITH VARIABLE TIME
STEPS

45
EULER AND SEMI-IMPLICIT
EULER INTEGRATION

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VELOCITY VERLET
INTEGRATION

47
PHYSICS MIDDLEWARE
• 3D: PhysX
• 2D: Box2D

48
MORE READING
• Lengyel, Eric. Mathematics for 3D Game Programming and
Computer Graphics (Third Edition) . Boston: Course
Technology, 2012
• Ericson, Christer. Real-time Collision Detection . San
Francisco: Morgan Kaufmann, 2005
• Fielder, Glenn. Gaffer on Games – Game Physics.
http://gafferongames.com/game-physics/

49

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