I'm not a math guy in the least but I'm interested in learning about rigid body physics (for the purpose of implementing a basic 3d physics engine). In school I only took Maths through Algebra II, but I've done 3d dev for years so I have a fairly decent understanding of vectors, quaternions, matrices, etc. My real problem is reading complex formulas and such, so I'm looking for some decent rigid body dynamics references that will make some sense.
我至少不是数学家,但我有兴趣学习刚体物理(为了实现基本的3d物理引擎)。在学校我只通过代数II学习数学,但我已经做了3d开发多年,所以我对向量,四元数,矩阵等有了相当不错的理解。我真正的问题是阅读复杂的公式等等,所以我在寻找对于一些体面的刚体动力学参考,这将有一些意义。
Anyone have any good references?
有人有什么好的参考?
5 个解决方案
#1
4
Physics for Game Programmers I think is better than Physics for Game Developers.
游戏程序员的物理学我觉得比游戏开发者的物理学更好。
If you want something thick in your bookshelf (like I do), Eberly's 3D Game Engine Design and Erleben's Physics-Based Animation can accompany the above.
如果你想要书架上的东西(就像我一样),Eberly的3D游戏引擎设计和Erleben的基于物理的动画可以伴随上述。
#2
3
Chris Hecker has a nice set of articles on his website which were originally published in Game Developer Magazine. They start with 2D physics and progress to 3D.
Chris Hecker在他的网站上有一套很好的文章,最初发表在Game Developer Magazine上。他们从2D物理学开始,进步到3D。
Physically Based Modeling by David Baraff is also good, but is a bit heavier on the math.
David Baraff的基于物理的建模也很好,但数学上有点重。
#3
1
I guess what you are looking for is Classical Mechanics, which describes motion in one, two, and three dimensions in a generalized manner.
我想你正在寻找的是经典力学,它以一般化的方式描述一维,二维和三维运动。
I found a good introductory course on Classical Mechanics from the University of Texas.
我从德克萨斯大学找到了一本很好的古典力学入门课程。
I do not guarantee that you will be able to understand all the concepts there, but it will at least give you a basis for your plan. I advise you to consult a Physics professor to help you understand the math.
我不保证您能够理解那里的所有概念,但它至少会为您的计划提供基础。我建议你咨询物理学教授,以帮助你理解数学。
Good luck!
#4
1
If you are already familiar (and comfortable) with
如果你已经熟悉(和舒适)
- linear algebra
- basic calculus
- Newton's laws of motion
牛顿的运动定律
then 6DoF Rigid Body Dynamics is what you are looking for. It's a brief article written [disclaimer: by me] when I once had to develop a helicopter flight simulator.
然后6DoF刚体动力学是你正在寻找的。当我曾经不得不开发直升机飞行模拟器时,这是一篇简短的文章[免责声明:由我]。
Using a rotation matrix allows for extremely simple modelling equations, but there exists a simple mapping to and from a quaternion if you prefer that representation for other reasons.
使用旋转矩阵允许非常简单的建模方程,但如果您因其他原因而更喜欢该表示,则存在与四元数的简单映射。
#5
0
Trying not to get you to rip off your hair with frustration (well, Baraff's/Witkin great math articles with the multi-dimensional matrices would do that sometimes), you can look at the easier online articles such as the ones published in Gamasutra. Here are two of them:
试图不让你沮丧地扯掉你的头发(好吧,Baraff's / Witkin有关多维矩阵的伟大数学文章有时也会这样做),你可以看看更简单的在线文章,例如在Gamasutra发表的文章。以下是其中两个:
- http://www.gamasutra.com/resource_guide/20030121/kennedy_pfv.htm
- http://www.gamasutra.com/features/19990702/data_structures_01.htm
- http://www.gamasutra.com/resource_guide/20030121/jacobson_pfv.htm
You'd notice that they point at the mentioned resources as part of their references. I would add that unless you need to solve equations system for multiple particles, articulated characters, or non-rigid complex object, this might be enough to start with.
你会注意到他们指出所提到的资源是他们参考资料的一部分。我想补充一点,除非你需要为多个粒子,关节字符或非刚性复杂对象求解方程系统,否则这可能就足够了。
If however, you do look for more advanced physics and mathematics which involves matrices and equations systems look up Witkin and Baraff's home pages (I think they are both in Pixar if I'm not mistaken), or start with Hecker (that tried more than several practical methods and documented his results).
然而,如果你确实寻找更高级的物理和数学,其中涉及矩阵和方程系统,请查看Witkin和Baraff的主页(如果我没有记错的话,我认为它们都在皮克斯中),或者从Hecker开始(尝试超过几种实用方法并记录了他的结果)。
#1
4
Physics for Game Programmers I think is better than Physics for Game Developers.
游戏程序员的物理学我觉得比游戏开发者的物理学更好。
If you want something thick in your bookshelf (like I do), Eberly's 3D Game Engine Design and Erleben's Physics-Based Animation can accompany the above.
如果你想要书架上的东西(就像我一样),Eberly的3D游戏引擎设计和Erleben的基于物理的动画可以伴随上述。
#2
3
Chris Hecker has a nice set of articles on his website which were originally published in Game Developer Magazine. They start with 2D physics and progress to 3D.
Chris Hecker在他的网站上有一套很好的文章,最初发表在Game Developer Magazine上。他们从2D物理学开始,进步到3D。
Physically Based Modeling by David Baraff is also good, but is a bit heavier on the math.
David Baraff的基于物理的建模也很好,但数学上有点重。
#3
1
I guess what you are looking for is Classical Mechanics, which describes motion in one, two, and three dimensions in a generalized manner.
我想你正在寻找的是经典力学,它以一般化的方式描述一维,二维和三维运动。
I found a good introductory course on Classical Mechanics from the University of Texas.
我从德克萨斯大学找到了一本很好的古典力学入门课程。
I do not guarantee that you will be able to understand all the concepts there, but it will at least give you a basis for your plan. I advise you to consult a Physics professor to help you understand the math.
我不保证您能够理解那里的所有概念,但它至少会为您的计划提供基础。我建议你咨询物理学教授,以帮助你理解数学。
Good luck!
#4
1
If you are already familiar (and comfortable) with
如果你已经熟悉(和舒适)
- linear algebra
- basic calculus
- Newton's laws of motion
牛顿的运动定律
then 6DoF Rigid Body Dynamics is what you are looking for. It's a brief article written [disclaimer: by me] when I once had to develop a helicopter flight simulator.
然后6DoF刚体动力学是你正在寻找的。当我曾经不得不开发直升机飞行模拟器时,这是一篇简短的文章[免责声明:由我]。
Using a rotation matrix allows for extremely simple modelling equations, but there exists a simple mapping to and from a quaternion if you prefer that representation for other reasons.
使用旋转矩阵允许非常简单的建模方程,但如果您因其他原因而更喜欢该表示,则存在与四元数的简单映射。
#5
0
Trying not to get you to rip off your hair with frustration (well, Baraff's/Witkin great math articles with the multi-dimensional matrices would do that sometimes), you can look at the easier online articles such as the ones published in Gamasutra. Here are two of them:
试图不让你沮丧地扯掉你的头发(好吧,Baraff's / Witkin有关多维矩阵的伟大数学文章有时也会这样做),你可以看看更简单的在线文章,例如在Gamasutra发表的文章。以下是其中两个:
- http://www.gamasutra.com/resource_guide/20030121/kennedy_pfv.htm
- http://www.gamasutra.com/features/19990702/data_structures_01.htm
- http://www.gamasutra.com/resource_guide/20030121/jacobson_pfv.htm
You'd notice that they point at the mentioned resources as part of their references. I would add that unless you need to solve equations system for multiple particles, articulated characters, or non-rigid complex object, this might be enough to start with.
你会注意到他们指出所提到的资源是他们参考资料的一部分。我想补充一点,除非你需要为多个粒子,关节字符或非刚性复杂对象求解方程系统,否则这可能就足够了。
If however, you do look for more advanced physics and mathematics which involves matrices and equations systems look up Witkin and Baraff's home pages (I think they are both in Pixar if I'm not mistaken), or start with Hecker (that tried more than several practical methods and documented his results).
然而,如果你确实寻找更高级的物理和数学,其中涉及矩阵和方程系统,请查看Witkin和Baraff的主页(如果我没有记错的话,我认为它们都在皮克斯中),或者从Hecker开始(尝试超过几种实用方法并记录了他的结果)。