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Protip: Physics Engine Dev

Blogs > CecilSunkure
Post a Reply
CecilSunkure
Profile Blog Joined May 2010
United States2829 Posts
Last Edited: 2013-10-04 05:54:58
October 04 2013 05:47 GMT
#1
Today I figured out the single most important tip I could ever give anyone in regards to being a competent physics engine developer. I will share this tip right here on my humble blog:

Your skills as a physics developer will grow at a rate proportional to how good your debug draw information is. I'd actually argue that your skills as a physics developer are proportional to how good your debug draw is.

I feel I'm getting better at this, lets get some screen shots going!

[image loading]
Initial simplex during Quick Hull.

[image loading]
Stack of polyhedron (OBB meshes). The blue and red contacts are warm started (red is warm started consistently over many frames).

[image loading]
Spent a lot of time creating Maya-like camera controls with orbiting.


I digress. I didn't figure out this simple fact on my own; I gleaned this wisdom off of my friend Nathan Carlson. He pointed out that the reason a lot of students at DigiPen have trouble with computational geometry and general physics engine development due to a lack of debug rendering.

Just take a look at Dirk Gregorius's sample demo from his GDC 2013 lecture. He fully renders Gauss maps, a minkoswki difference, and has glorius camera controls. I actually copied his camera design and implemented it myself. You can see that he has Ant Tweakbar integrated as well, for various tweaking tasks. Erin Catto has lots and lots of different tests, asserts, and most important of all tons of debug drawing for his Box2D library. The Zero team on the third floor of DigiPen definitely has the craziest debug draw I've ever heard of!

Hopefully I can achieve something at least in the likeness of all these other developers, and I recommend readers do the same; intuition is often best built visually when it comes to geometry.



Cross posted from my own website.


**
jrkirby
Profile Blog Joined August 2010
United States1510 Posts
October 04 2013 06:16 GMT
#2
It's unfortunate that we keep tring to fool ourselves that the solution is simple and easier than actually creating a bit more geometry to draw onscreen.
CecilSunkure
Profile Blog Joined May 2010
United States2829 Posts
October 04 2013 08:18 GMT
#3
Yeah, I keep forcing myself to write more and more debug visualization right now. It's always helpful moreso than anything else I could be doing right now though. Hopefully as time goes on I'll learn to each my vegetables before ruining my appetite.
Bobbias
Profile Blog Joined March 2008
Canada1373 Posts
October 04 2013 10:12 GMT
#4
That is pretty interesting. It's really cool to be able to actually visualize abstract math like that too.
ArcticRaven
Profile Joined August 2011
France1406 Posts
October 04 2013 16:15 GMT
#5
If it grows at a proportional rare, then it's probably proportional to the square
[Govie] Wierd shit, on a 6 game AP winning streak with KOTL in the trench. I searched gandalf quotes and spammed them all game long, trenchwarfare247, whateva it takes!
krez
Profile Joined August 2013
Australia59 Posts
October 08 2013 02:57 GMT
#6
Just curious, what language are you doing your game dev in?
CecilSunkure
Profile Blog Joined May 2010
United States2829 Posts
October 08 2013 04:09 GMT
#7
On October 08 2013 11:57 krez wrote:
Just curious, what language are you doing your game dev in?

C++ sir!
BisuDagger
Profile Blog Joined October 2009
Bisutopia19393 Posts
October 10 2013 17:21 GMT
#8
On October 08 2013 13:09 CecilSunkure wrote:
Show nested quote +
On October 08 2013 11:57 krez wrote:
Just curious, what language are you doing your game dev in?

C++ sir!

I feel like to create any good engine the foundation of programming lies in datastructures especially when writing a phyics engine. How else does one sort geometry. It'd be great to see you give a write up on Binary Search Trees, Hash Tables, or even the simple dynamic array.
ModeratorFormer Afreeca Starleague Caster: http://afreeca.tv/ASL2ENG2
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