In video game physics, we want to animate objects on screen and give them realistic physical behavior. ![]() ![]() The most common equations used in modern game physics engines such as Box2D, Bullet Physics and Chipmunk Physics will be presented and explained. In this video game physics tutorial series, rigid body simulation will be explored, starting with simple rigid body motion in this article, and then covering interactions among bodies through collisions and constraints in the following installments. A few other games require the simulation of more complicated entities though, such as deformable bodies, fluids, magnetic objects, etc. That’s because most of the objects we interact with in real life are fairly rigid, and simulating rigid bodies is relatively simple (although as we will see, that doesn’t mean it’s a cakewalk). Rigid body dynamics – the movement and interaction of solid, inflexible objects – is by far the most popular kind of effect simulated in games. In any game, only certain physical effects are of interest. That means these games require a stable simulation that will not break or slow down, and this is usually not trivial to achieve. ![]() Many games rely entirely on the physics simulation to be fun. Simulating physics in video games is very common, since most games are inspired by things we have in the real world. We can simulate things like astrophysics, relativity, and lots of other insane stuff we are able to observe in among the wonders of nature. It is also an essential tool in civil and automotive engineering, illuminating how certain structures would behave in events like an earthquake or a car crash. The earliest computers were already being used to perform physics simulations – for example, to predict the ballistic motion of projectiles in the military. While not necessary, I strongly encourage you to open source your own work to the community.The range of applications of physics simulations is enormous. If you use this repository in other projects, include the aforementioned license, with attribution to myself. This software is licensed under the MIT License, which can be found here, or the online template here. Follow the installation instructions above to send the program to your calculator. Give the program a variable name and save the file. Open TI Connect CE and create a new program under the Program Editor menu.Open the corresponding folder and the file PHYSBBLE-TI-84+XXXXXX.txt.zip file from the button above or with this link. Due to the formatting of the text, the program must be compiled with TI Connect CE, but feel free to reformat for the IDE of your choice: If you wish to build the program yourself from the text files attached, follow the instructions below. Finally, to run the program, press the pgrm button, and then select the program called PHYSBBLE. Then, head over to the download site for the TI Connect CE software and follow the instructions in the guidebook to send the program to your TI-84+CE. To download the program, follow this link and select the version for your calculator. ![]() Although this program is capable of running on black and white display TI-83/84 graphing calculator, it is not recommended, as the text is optimized for the larger colour displays and will wrap on top of itself on black and white screens. Due to the size of the program (12 119 bytes on TI-84+CE, 13 491 bytes on TI-84+C SE) without the automatically generated list PHVAR, it is recommended to store the program in the Archive. This program is written in TI-BASIC, and will work from RAM or the Archive. This program can solve for any of the following variables if 3 others are known (measurement units in parentheses): The equations calculated in the program are derivations of the 5 equations of uniformly accelerated motion in one dimension, which can be viewed here. This is a program designed for the TI-84 Plus Colour Edition (TI-84+CE) and the TI-84 Plus C Silver Edition (TI-84+C SE), to help you solve for different key values needed in a variety of physics equations. The TI-84 Colour Edition Physics Bible Program
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