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@Spaxe
Created June 23, 2016 00:19
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GCAP16 talk proposal draft

Session Description

Physics is common in video games, but hard to code for beginners.

Learn about velocity, forces and acceleration. Emulate gravity, wind and magnets with mass. Control time as discrete steps. Overcome common pitfalls like irregular update cycles and overshooting. Bring realism to your game with motion drag, surface friction, and elasticity.

Sometimes plugging in a physics engine is not enough. Engines are often fixed in functionality. You will learn the foundation of mechanical physics, and that knowledge will help you extending the wildest physics feature you can add to your games.

This talk will be most educational for the audience interested in learning more about physics programming, games developers, or anyone generally curious about how it works.

Key audience takeaways

  • Three motion vectors and how to use them: velocity, forces, and acceleration
  • How to simulate forces: gravity, wind, and magnets.
  • Common pitfalls in physics programming like overshooting a collision step
  • Adding realism to interactions such as drag, friction, and elasticity
  • The confident smile to say "I Know Physics." like Neo.
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