Presentation on theme: "Advanced Character Physics"— Presentation transcript:
1Advanced Character Physics Paper writtten by Thomas Jakobsen from IO InteractivePresentation by Semih Kekül
2GlacierThe methods and algorithms in this paper have all been integrated to this engineIO Interactive’s in-house game engineUsed for Hitman: Codename 47Goals:believability (stability)high speed of executionAn iterative aproach:Adjustable error margincan be stopped at any time
3the right combination of several techniques A so-called Verlet integration scheme.Handling collisions and penetrations by projection.A simple constraint solver using relaxation.A nice square root approximation that gives a solid speed-up.Modeling rigid bodies as particles with constraints.An optimized collision engine with the ability to calculate penetration depths.
5Verlet integration(2)It is quite stable since the velocity is implicitly given and consequently it is harder for velocity and position to come out of sync.It works due to the fact that2x – x* = x + (x- x*)x- x* is an approximation of the current velocity(the distance traveled last time step).
14Rigid bodies(3) A simpler approach with sticks Assume we can detect collisions and we know the penetration depth and penetration points:A linear combination of x1 and x2 isp = c1 * x1 + c2 * x2 ;c1 + c2 = 1We want p’ = q