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Five Physics Simulators for a Human Body
Price $5.95
Stock Unlimited
Weight 8 lb, 5 oz
SKU GDC-03-134
Five Physics Simulators for a Human Body,

Programming, Lecture

Chris Hecker
Technology Fellow, Maxis/Electronic Arts
During development of the movement algorithms for an interactive dynamically animating human figure for a rock climbing game, I became dissatisfied with traditional Inverse Kinematics techniques. I turned to more advanced constrained rigid body physics algorithms to add consistency and believability. I implemented and tested four algorithms: explicit integration with Lagrange multiplier constraints, implicit integration with penalty constraints, explicit integration with the Composite Rigid Body Method, and finally implicit integration with the Recursive Newton-Euler Method. I'll cover the four algorithms, and discuss pros and cons of each, and then talk about a fifth simulation algorithm, its properties, and why it is needed to solve the simulation problem for realtime games.

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