física em games - the developers conference - tdc2013
DESCRIPTION
Quais são os conceitos básicos de Física que podemos aplicar em jogos, conceitos primordiais e como as engines aplicam esses conceitos.TRANSCRIPT
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FÍSICA EM GAMES
ZAEDY SAYÃO @zaedysayao
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Zaedy Dantas Sayão@zaedysayao@javamanrj@javamanrj
@WORKS
http://about.me/zaedy
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SIMULAÇÃO de FÍSICA EM
GAMES
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FENÔMENOS FÍSICOS
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MECÂNICA NEWTON
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INÉRCIA
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F = M A
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AÇÃO E REAÇÃO
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ENGINES
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SIMULAM MOVIMENTOS
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SEM REPRESENTAÇÃO
GRÁFICA
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ANIMAÇÃO
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APLICA FORÇA
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ATUALIZA VELOCIDADE
POSIÇÃO
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COLISÕES
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CONSTRAINTS
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CRIA OBJETO
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PASSO NO TEMPO
(DELTA-TIME OU TIME-STEP)
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NOVA POSIÇÃO
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REDESENHA A E TELA
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SIMULAÇÃO DE PARTÍCULAS
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VELOCIDADE LINEAR
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POSIÇÃO
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MASSA
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REAGEM A FORÇAS
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SEM VOLUME
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NÃO ROTACIONAM
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SIMPLES DE SIMULAR
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SIMULAÇÃO DE CORPOS RÍGIDOS
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DEFORMAÇOES NÃO INTERESSAM
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POSSUI VOLUME
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FORMATO FIXO
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ROTACIONAM
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MOMENTO DE
INÉRCIA
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ORIENTAÇÃO
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TORQUE
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VELOCIDADE ANGULAR
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CENTRO DE MASSA
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CONSTRAINTS
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CONEXÕES
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COLISÕES
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EQUAÇÕES =INEQUAÇÕES <>
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FORÇASIMPULSOS
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COLISÕES
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MUITOIMPORTANTE
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INTERAÇÃO
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REALIDADE
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DETECÇÃO
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RESOLUÇÃO
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DETECÇÃO
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BROAD PHASE(AMPLO)
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FORMASSIMPLIFICADAS
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POTENCIAIS PARES
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NARROW PHASE(ESTREITO)
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VALIDA A BROAD
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CALCULA OS PONTOS DE CONTATO
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BROAD
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AXIS ALIGNEED
BOUND BOXAABB
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AXIS ALIGNEED
BOUND BOXAABB
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POSSÍVEIS PARES
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NARROW
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PENETRATION DEPTH
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GJK(CONVEXAS)
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EPA(EXPANDING
POLYTOPE ALGORITHM - PENETRATION
DEPTH)
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COLISÃO
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DISCRETA
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VERIFICA A CADA PASSO A
COLISÃO
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PROBLEMA COM
VELOCIDADE ALTA
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PROBLEMA COM OBJETOS
PEQUENOS
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TUNNELING
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CONTÍNUA (CCD)
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TIME OF IMPACT
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EVITA TUNNELING
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RESOLVENDO COLISÕES
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CALCULA E APLICA FORÇAS
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IMPULSO NOS CONTATOS
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IMPULSE-BASED DYNAMICS
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POPULAR
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COEFICIENTE DE ATRITO E
RESTITUIÇÃO
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RESTING CONTACTS
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PONTOS QUE PERMANECEM
EM MAIS DE UM PASSO
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TRATAMENTO ESPECIAL
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STACKING
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SEQUENCIAL IMPULSES
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POPULAR
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RESTING CONTACTS
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OBRIGADO!
@zaedysayao