Physics for Game Programmers: Understanding Constraints
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Latest comments
by Joshua Robbins
25 min ago

Incredible, I love this so much. I'm glad someone out there decides to go make older games like this in newer engines. Great work!

Firstly,Amazing work !! But a doubt..for the background thing ..you mentioned of using a mesh with zero edges which helps out in covering up the repetition process..what is it?..any detailed description please.

by Valerie Lynn Milano
22 hours ago

Quite fantastic. I am a friend of Grayson Wixom and have an entertainment publication thehollywoodtimes.today and am trying to get one of my journalists to interview you.

Physics for Game Programmers: Understanding Constraints
4 March, 2018
News

The GDC team has shared another hot talk from the 2014 show. Blizzard’s Erin Catto discussed how you can use swept collision and an iterative solver to add a character controller. The talk might be a bit heavy on math, but it’s a great chance to dive into advanced game development topics.  

In this 2014 GDC talk, Blizzard Entertainment’s Erin Catto shows how to implement a character controller using swept collision and an iterative solver, and how the solver naturally handles collision priorities using Lagrange multipliers.

GDC 

As always, don’t forget to subscribe to the channel not to miss more talks from the previous GDC events on all kinds of game-related topics. And make sure to share your thoughts on the concept described in the talk below. 

Source: YouTube

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