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Dancing with the Wind
Price $5.95
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SKU GDC-06-039
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Dancing with the Wind,
1560

Programming, Lecture

Graham Rhodes
Principal Scientist, Applied Research Associates, Inc.
Modern games have evolved over the past few years to include real-time physics that animates much of the game world, including colliding and tumbling rigid bodies, flying machines, articulated rag-doll characters, water and smoke. In the real-world, wind and water affect objects, causing trees to sway, leaves to flutter, enabling airplanes to fly and fish to swim. To date, the use of wind and water effects has fallen primarily into categories such as complex aerodynamic loading calculations for airplanes in flight simulators, simple wind resistance on objects in a strong wind, or buoyancy and water resistance on objects moving through a body of water, and water/smoke/fluid simulation of various sorts. This lecture focuses on the practical application of computationally cheap aerodynamics calculations that can liven up the game world, and illustrates the inputs and outputs of these calculations as applied within modern real-time game physics engines.

In the real-world, the wind affects object motion, causing trees to sway, leaves to flutter, enables airplanes to fly, etc. Simple water or wind resistance, common in game physics and extremely simple to approximate, is insufficient to produce realistic animation of certain types of objects that experience more complex forces when immersed in air or water. More realistic wind and fluid effects can be applied to general objects in games, in order to make the game world appear more natural, more alive. This lecture shows how to implement more complex yet computationally cheap aerodynamic effects in modern game physics engines.

The intended audience is game programmers who are implementing advanced physics effects to simulate immersive and living game worlds. Attendees will gain the most from this lecture if they have a strong background in areas such as 3D geometry and coordinate system transformations and vector arithmetic, with a good understanding of the fundamentals of rigid body dynamics and numerical simulation and experience with modern game physics engines.

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