Jamie Cheng
June 13, 2003
This paper describes a
simple implementation of creating a fast, stable, 2D rigid-body physics engine
that can take arbitrary sprites for the collision zones. We combine Jakobsen’s
work on advanced character physics [4] with pixel perfect collision detection
and resolution. The system allows designers to supply mass, restitution,
coefficient of static friction and kinetic friction, and supports the developer
with additional information such as the point and normal of collision.
The implementation as described in
here is not meant to be extremely accurate in regards to simulation, but rather
a relatively fast way to calculate realistic looking movement. For an in-depth
discussion on accurate simulations, refer to classic papers such as those by
Baraff [1]. The approach shown here combines old techniques of physically based
modeling with new ones (with respect to the game industry) of approximating
motion using Verlet Integration.