Physics for Game Programmers: Understanding Constraints
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We're using Unity (Quarter Circle Games). I'm happy to give an interview and some of my lighting/PP techniques. You can view out game here:

2 hours ago


This is a fan project, like the Lord Inquisitor was. GW has absolutely nothing to do with it!

Physics for Game Programmers: Understanding Constraints
4 March, 2018

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.


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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