Game Development Reference
In-Depth Information
very useful for implementation in computer games. Most notably, the unified
particle-based framework, which handles both collisions and contact, and the
ability to trade off speed versus accuracy without accumulating visually obvious
errors are powerful features.
Bibliography
[Forester and Smith 98] T. R. Forester and W. Smith. “SHAKE, Rattle, and Roll:
Efficient Constraint Algorithms for Linked Rigid Bodies.” Journal of Com-
putational Chemistry 19 (1998): 102-111.
[Jakobsen 01] T. Jakobsen. “Advanced Character Physics.” Paper presented at
Game Developers Conference, 2001.
[Press et al. 92] W. H. Press, S.A. Teukolsky, W.T. Vetterling, and B.P. Flannery.
Numerical Recipes in C: The Art of Scientific Computing . Second edition.
New York: Cambridge University Press, 1992.
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