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Game and Simulator Physics for Developers, Gamers and Petrol Heads

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Game and Simulator Physics for Developers, Gamers and Petrol Heads
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170
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CC Attribution - NonCommercial - ShareAlike 3.0 Unported:
You are free to use, adapt and copy, distribute and transmit the work or content in adapted or unchanged form for any legal and non-commercial purpose as long as the work is attributed to the author in the manner specified by the author or licensor and the work or content is shared also in adapted form only under the conditions of this
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Abstract
This entertaining and demo intensive session will lift thelid on the black art of physics simulation in computer games. The samplescenario will be the re-writing and testing of the physics engine in a sample3D driving game. Starting with the basics of force, mass and acceleration thesimulation will be gradually enhanced to include lateral and vertical g-force,tire slip, down-force and collision detection. The addition of a drag reductionsystem (DRS) and kinetic energy recovery system (KERS) will round off the demo,and add a strategic element to the game. The techniques demonstrated can easily be applied to 2D and3D games on any technology to improve the responsiveness, feel and overallplayability of the game. The trade-off between the purity of the simulation andthe all-out fun of arcade style games will be discussed and demonstrated, alongwith plenty of tips for developing, testing and fine-tuning the physics model. Whether you are learning to develop 3D games in Unity,MonoGame or another technology, interested in learning more about what makesgaming physics simulations tick, or just want to kick back and see how much funyou can have with C#, this session will have something for you. You will alsohave the chance to install and play the game, test the physics implementationfor real time and compete with other attendees for the best lap time!