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Game Physics Engine Development, 2nd Edition
book

Game Physics Engine Development, 2nd Edition

by Ian Millington
July 2010
Intermediate to advanced
524 pages
16h 56m
English
CRC Press
Content preview from Game Physics Engine Development, 2nd Edition
14.3 Resolving Interpenetration 355
Finally, the velocity and rotation changes calculated for each object can b e directly
applied to the velocity and angular velocity of the rigid body, s uch as:
body->velocity += velocityChange;
body->rotation += rotationChange;
14.3 Resolving Interpenetration
We hav ecovered the procedure for representing the change in velocity when a collision
happens. If the objects in our simulation were truly solid, this would be all that is
needed.
Unfortunately, the objects can pass into one another before we detect that a colli-
sion has occurred. The simulation proceeds in time steps, during which no checking
takes place.
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Publisher Resources

ISBN: 9780123819765