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Module 23 - Physics Engines - 2025-Mar-27

Overview

In this module we learn about physics and jobs of a physics engine.

  • Physics Engines
  • Job of a Physics Engine
  • Broad Phasing
  • Spatial Partitioning
  • Unity3D Physics
  • Oriented Bounding Boxes
  • SDL3 Examples of Collision

Slides and Class Content

Please note: Your in-class activity is graded. Your first attempt will be graded. You can use your notes and slides if you like. You have 1 week from the date of this module opening to complete the in-class activity. In-class activities are completed individually.

Audio/Video Recording

Note: Audio/Video recordings are made in a best effort in case you have to miss class or you would otherwise like to re-watch a portion of lecture. Occassional recording errors (e.g. missing sound, corrupted video, etc.) may occur, and I apologize in advance if a recording is not able to be made available.

Readings

    Please use the following resources to supplement this lecture. You may choose to read 1 or more of these before/during/after the lecture to fully immerse into the material.

  1. Game Engine Architecture Ch. 13
    • (Collision and Rigid Body Dynamics)
  2. Game Engine Architecture Ch. 13
    • (Collision and Rigid Body Dynamics)
  3. Ray-Plane Collision
    • ()
  4. Ray-Triangle Collision
    • ()
  5. Intro to Game Physics video
    • ()
  6. OBB
    • ()
  7. Intro to Game Physics video
    • ()
  8. GDC Physics Talk
    • ()
  9. Custom 2D game physics
    • ()
  10. Ray-Triangle Collision
    • ()
  11. Ray-Plane Collision
    • ()
  12. OBB
    • ()
  13. Broad Phase Collision Detection Using Spatial Partitioning
    • ()
  14. 3D Mark
    • (Game benchmark suite)
  15. Custom Binary Formats for your games
    • (Reading on File Compression)
  16. Are we out of memory?
    • (Implementing a custom memory allocator in C++ idea)
  17. Writing a Game Engine from Scratch-Memory
    • (Reading)
  18. Object Pooling
    • (Memory Pool in Unity3D Game Engine)
  19. The Absolute Minimum Every Soft ware Developer Absolutely, Positively Must Know About Unicode and Character Sets (No Excuses!)”
    • by Joel Spolsky (Creator of Stack Overflow)
  20. Paper Prototyping your game
    • (Why you should draft on paper the game you want to build)
  21. Play, Game, world: Anatomy of a video game
    • (Paper on common components of a game)
  22. XXI SINFO - Jason Gregory - Dogged Determination
    • (Talk by Jason Gregory -- around the 34:01 minute mark gives some nice technical overviews of fragmentation, architecture, and tools used at Naughty Dog)
  23. wiki List of Game Engines
    • (List of game engines)
Please do not redistribute or host any materials without e-mailing me first. Thank you for your time!