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Physics Game Programming: All Articles


Collision Detection Shader Using Cube-Maps

Rahul Sathe
ShaderX5

Cloth without Cloth

Homam Bahnassi and Wessam Bahnassi
ShaderX5

Explicit Early-Z Culling for Efficient Fluid Flow Simulation

Pedro V. Sander, Natalya Tatarchuk, and Jason L. Mitchell
ShaderX5

Practical Cloth Simulation on Modern GPUs

Cyril Zeller
ShaderX4

Real-Time Damage Deformation Methods

Vlad Stamate
ShaderX4

Exact Buoyancy for Polyhedra

Erin Catto (Crystal Dynamics)
Game Programming Gems 6

Real-Time Particle-Based Fluid Simulation with Rigid Body Interaction

Takashi Amada (Sony Computer Entertainment)
Game Programming Gems 6

Interactive Fluid Dynamics and Rendering on the GPU

Frank Luna
Game Programming Gems 6

Adding Life to Ragdoll Simulation Using Feedback Control Systems

Michael Mandel (Apple Computer)
Game Programming Gems 5

Realistic Cloth Animation Using the Mass-Spring Method

Juan M. Cordero (Universidad de Sevilla)
Game Programming Gems 5

Practical Animation of Soft Bodies for Game Development: The Pressurized Soft-Body Model

Maciej Matyka (Univesity of Wrocyaw)
Game Programming Gems 5

Sphere Trees for Speedy BSPs

Dominic Filion (Artificial Mind & Movement)
Game Programming Gems 5

Designing a Prescripted Physics System

Daniel Higgins (Stainless Steel Studios)
Game Programming Gems 5

Prescripted Physics: Techniques and Applications

Shawn Shoemaker
Game Programming Gems 5

Dynamic Grass Simulation and Other Natural Effects

Rishi Ramraj (University of Waterloo)
Game Programming Gems 5

Realistic Cloth Animation Using the Mass-Spring Method

Juan M. Cordero (Universidad de Sevilla)
Game Programming Gems 5

Back of the Envelope Aerodynamics for Game Physics

Graham Rhodes (Applied Research Associates Inc)
Game Programming Gems 5

Realistic Camera Movement in a 3D Car Simulator

Barnabas Aszodi, Szabolcs Czuczor (Budapest University of Technology, Conputer Graphics Group)
Game Programming Gems 5

Deforming of Mesh Objects Using HLSL

Christian Kleinhuis
ShaderX3

The Jacobian Transpose Method for Inverse Kinematics

Marco Spoerl (KMW)
Game Programming Gems 4

Ten Fingers of Death: Algorithms for Combat Killing

Roger Smith, Don Stoner (Titan Corporation)
Game Programming Gems 4

Using the Covariance Matrix for Better-Fitting Bounding Objects

Jim Van Verth (Red Storm Entertainment)
Game Programming Gems 4

Fast Contact Reduction for Dynamics Simulation

Adam Moravanszky, Pierre Terdiman (NovodeX AG)
Game Programming Gems 4

Fast Collision Detection for 3D Bones-Based Articulated Characters

Oliver Heim, Carl S. Marshall, Adam Lake (Intel Corporation)
Game Programming Gems 4

Constraints in Rigid Body Dynamics

Russ Smith (Open Dynamics Engine)
Game Programming Gems 4

Fast Deformations with Multilayered Physics

Thomas Di Giacomo, Nadia Magnenat-Thalmann (MIRALab, CUI, University of Geneva)
Game Programming Gems 4

Modal Analysis for Fast, Stable Deformation

James F. O'Brian (University of California, Berkeley)
Game Programming Gems 4

Writing a Verlet-Based Physics Engine

Nick Porcino (LucasArts)
Game Programming Gems 4

Interactive Water Surfaces

Jerry Tessendorf (Rhythm and Hues Studios)
Game Programming Gems 4

Vehicle Physics Simulation for CPU-Limited Systems

Marcin Pancewicz (Infinite Dreams), Paul Bragiel (Paragon Five)
Game Programming Gems 4

Effective Water Simulation from Physical Models

Mark Finch (Cyan Worlds)
GPU Gems

Animation and Display of Water

Stefano Lanza
ShaderX3

GPU Water Simulation with PS 3.0

Jeremy Zelsnack (NVIDIA)
PDF/Movie available, NVIDIA GDC Presentations

Inverse Dynamic Displacement Constraints in Real-Time Cloth and Soft-Body Models

Meciej Matyka (University of Wroclaw)
Graphics Programming Methods

Collision Detection of Deformable Volumetric Meshes

Kenny Erleben and Jon Sporring (University of Copenhagen)
Graphics Programming Methods

Real-Time Multiresolution Dynamics of Deeply Hierarchical Bodies

Jason Weber and Andrew Weber (Intel Corporation)
Graphics Programming Methods

Inverse Dynamic Displacement Constraints in Real-Time Cloth and Soft-Body Models

Meciej Matyka (University of Wroclaw)
Graphics Programming Methods

Collision Shaders

Takashi Imagire
ShaderX2

Cloth Animation with Pixel and Vertex Shader 3.0

Kristof Beets
ShaderX2

Considerations for Movement and Physics in MMP Games

Jay Lee (NCsoft Corporation)
Massively Multiplayer Game Development

Coping with Friction in Dynamic Simulations

Miguel Gomez
Game Programming Gems 3

Cellular Automata for Physical Modeling

Tom Forsyth (Muckyfoot Productions)
Game Programming Gems 3

Recursive Dimensional Clustering: A Fast Algorithm for Collison Detection

Steve Rabin (Nintendo of America)
Game Programming Gems 2

Sphere Trees for Fast Visibility Culling, Ray Tracing, and Range Searching

John W. Ratcliff (Sony Online Entertainment)
Game Programming Gems 2
Abstract: The article presents an algorithm and demonstration application that manages thousands of objects in motion that are continuously maintained as a collection of hierarchical bounding spheres in a SphereTree. The design goal for this algorithm has been to make the 99-percentile case spend almost no CPU time updating an object in motion within the tree structure. Queries against the SphereTree perform more tests than other data structures, but this is mitigated by the fact that the tree can be maintained using very little CPU time. This data structure is ideally suited for gross culling of massive numbers of moving objects in a large world space. It doesn't matter if the objects are moving at widely disparate speeds, or even if many of them are not in motion at all. It also has a very low cost when objects are inserted and removed from the tree with great frequency.

Compressed Axis-Aligned Bounding Box Trees

Miguel Gomez (Lithtech)
Game Programming Gems 2
Abstract: The axis-aligned bounding box (AABB) tree structure has proven to be very useful for accelerating intersection queries on sets of geometry. The data structure is easy to implement, the built structure is numerically well conditioned, and like all binary trees, they have O(log n) search time. This article explains several techniques that can be used to lower the overall memory footprint of an AABB tree to 11 bytes per triangle.

Direct Access Quadtree Lookup

Matt Pritchard (Ensemble Studios)
Game Programming Gems 2
Abstract: This article presents a general-purpose optimization for quadtree access that improves performance in three ways over the traditional implementations: 1) by eliminating node traversal and the unnecessary cache-misses it causes, 2) by requiring fewer instructions and CPU cycles overall vs. a best case traditional approach, and 3) by doing so in a compact amount of time and with minimal memory accesses regardless of what depth in the tree the target node resides in.

3D Collision Detection

Kevin Kaiser
Game Programming Gems
Abstract: This article will help lay the groundwork for building an accurate physics simulation by starting with one of the most crucial parts of a real-time physics engine: 3D collision detection. The two basic algorithms this article covers are: Bounding Sphere Collision Detection and Triangle-to-Triangle Collision Detection.

Multi-Resolution Maps for Interaction Detection (Collision Detection)

Jan Svarovsky (Mucky Foot Productions)
Game Programming Gems
Abstract: This article describes a method for reducing the number of proximity tests that must be performed for games with large numbers of game objects of varying sizes.

Octree Construction

Dan Ginsburg (ATI Research)
Game Programming Gems

Loose Octrees

Thatcher Ulrich (Slingshot Game Technology)
Game Programming Gems

Integrating the Equations of Rigid Body Motion

Miguel Gomez
Game Programming Gems

Interactive Simulation of Water Surfaces

Miguel Gomez
Game Programming Gems

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