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	<title>Comments on: Game Physics</title>
	<atom:link href="http://gafferongames.com/game-physics/feed/" rel="self" type="application/rss+xml" />
	<link>http://gafferongames.com</link>
	<description>Glenn Fiedler, an Australian Game Developer in Los Angeles</description>
	<lastBuildDate>Mon, 15 Mar 2010 23:43:56 +0000</lastBuildDate>
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		<title>By: Glenn Fiedler</title>
		<link>http://gafferongames.com/game-physics/#comment-11918</link>
		<dc:creator>Glenn Fiedler</dc:creator>
		<pubDate>Thu, 12 Nov 2009 23:53:22 +0000</pubDate>
		<guid isPermaLink="false">http://www.gaffer.org/game-physics/#comment-11918</guid>
		<description>it is generally necessary to renormalize the quaternion after you integrate it, provided that it is a certain distance from length 1.0, this may help.</description>
		<content:encoded><![CDATA[<p>it is generally necessary to renormalize the quaternion after you integrate it, provided that it is a certain distance from length 1.0, this may help.</p>
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	<item>
		<title>By: dynamically challenged</title>
		<link>http://gafferongames.com/game-physics/#comment-11917</link>
		<dc:creator>dynamically challenged</dc:creator>
		<pubDate>Thu, 12 Nov 2009 23:50:18 +0000</pubDate>
		<guid isPermaLink="false">http://www.gaffer.org/game-physics/#comment-11917</guid>
		<description>I&#039;m trying to simulate simple drifting of an object in a water flow. So, I start with a stationary object and expect it to speed up and reach steady state at the same speed as the current. It seems to do this but after reaching steady state, an oscillation develops that eventually diverges. I noticed that after a couple uses of coordinate transformations using quaternions, some of the x,y forces bleed into the z axis (which is a no-no for my 3dof sim). Do I need to normalize occasionally or take some action to prevent angular momentum from being developed somehow? The cube demo seems to have an angular velocity damping term added to prevent this from being a problem.. is it necessary because of precision issues with the implementation? Thanks for the discussion.</description>
		<content:encoded><![CDATA[<p>I&#8217;m trying to simulate simple drifting of an object in a water flow. So, I start with a stationary object and expect it to speed up and reach steady state at the same speed as the current. It seems to do this but after reaching steady state, an oscillation develops that eventually diverges. I noticed that after a couple uses of coordinate transformations using quaternions, some of the x,y forces bleed into the z axis (which is a no-no for my 3dof sim). Do I need to normalize occasionally or take some action to prevent angular momentum from being developed somehow? The cube demo seems to have an angular velocity damping term added to prevent this from being a problem.. is it necessary because of precision issues with the implementation? Thanks for the discussion.</p>
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	<item>
		<title>By: Glenn Fiedler</title>
		<link>http://gafferongames.com/game-physics/#comment-11913</link>
		<dc:creator>Glenn Fiedler</dc:creator>
		<pubDate>Thu, 12 Nov 2009 01:55:51 +0000</pubDate>
		<guid isPermaLink="false">http://www.gaffer.org/game-physics/#comment-11913</guid>
		<description>I really cannot comment without knowing more details about your simulation, what exactly are you trying to do?</description>
		<content:encoded><![CDATA[<p>I really cannot comment without knowing more details about your simulation, what exactly are you trying to do?</p>
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	<item>
		<title>By: dynamically challenged</title>
		<link>http://gafferongames.com/game-physics/#comment-11912</link>
		<dc:creator>dynamically challenged</dc:creator>
		<pubDate>Thu, 12 Nov 2009 01:03:07 +0000</pubDate>
		<guid isPermaLink="false">http://www.gaffer.org/game-physics/#comment-11912</guid>
		<description>Thanks for being so generous with the source code AND dynamics simulation explanations. I&#039;ve tried using your example code to model a real dynamic system and run into the dreaded divergence &#039;explosion&#039;. Even though the dynamics are &#039;low&#039; and the 100hz timestep should be plenty small enough (I think), it&#039;s not easy sorting out the cause.. Any suggestions for diagnosing this general type of problem? Is there a general series of diagnostic steps that you&#039;d recommend for resolving divergence? (I started by cutting the timestep down by a factor of 10 but it just pushed the divergence further out in time). Since everything is done as a float is there a potential for things to become denormalized/inconsistent that requires frequent action?</description>
		<content:encoded><![CDATA[<p>Thanks for being so generous with the source code AND dynamics simulation explanations. I&#8217;ve tried using your example code to model a real dynamic system and run into the dreaded divergence &#8216;explosion&#8217;. Even though the dynamics are &#8216;low&#8217; and the 100hz timestep should be plenty small enough (I think), it&#8217;s not easy sorting out the cause.. Any suggestions for diagnosing this general type of problem? Is there a general series of diagnostic steps that you&#8217;d recommend for resolving divergence? (I started by cutting the timestep down by a factor of 10 but it just pushed the divergence further out in time). Since everything is done as a float is there a potential for things to become denormalized/inconsistent that requires frequent action?</p>
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	</item>
	<item>
		<title>By: Glenn Fiedler</title>
		<link>http://gafferongames.com/game-physics/#comment-11812</link>
		<dc:creator>Glenn Fiedler</dc:creator>
		<pubDate>Thu, 15 Oct 2009 04:04:42 +0000</pubDate>
		<guid isPermaLink="false">http://www.gaffer.org/game-physics/#comment-11812</guid>
		<description>it is fixed, thank you!</description>
		<content:encoded><![CDATA[<p>it is fixed, thank you!</p>
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		<title>By: scragar</title>
		<link>http://gafferongames.com/game-physics/#comment-11810</link>
		<dc:creator>scragar</dc:creator>
		<pubDate>Thu, 15 Oct 2009 00:51:50 +0000</pubDate>
		<guid isPermaLink="false">http://www.gaffer.org/game-physics/#comment-11810</guid>
		<description>On the spring physics page there&#039;s a link tag around the text &quot;next article&quot; but it&#039;s not linked to anything.</description>
		<content:encoded><![CDATA[<p>On the spring physics page there&#8217;s a link tag around the text &#8220;next article&#8221; but it&#8217;s not linked to anything.</p>
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	<item>
		<title>By: James</title>
		<link>http://gafferongames.com/game-physics/#comment-11806</link>
		<dc:creator>James</dc:creator>
		<pubDate>Mon, 12 Oct 2009 16:15:50 +0000</pubDate>
		<guid isPermaLink="false">http://www.gaffer.org/game-physics/#comment-11806</guid>
		<description>Thanks Glenn, It looks pretty good. I&#039;ll give it a read,

James</description>
		<content:encoded><![CDATA[<p>Thanks Glenn, It looks pretty good. I&#8217;ll give it a read,</p>
<p>James</p>
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	</item>
	<item>
		<title>By: Glenn Fiedler</title>
		<link>http://gafferongames.com/game-physics/#comment-11805</link>
		<dc:creator>Glenn Fiedler</dc:creator>
		<pubDate>Mon, 12 Oct 2009 01:59:54 +0000</pubDate>
		<guid isPermaLink="false">http://www.gaffer.org/game-physics/#comment-11805</guid>
		<description>Hello James, well I was going to write one about collision detection, but then I found out about &quot;Real Time Collision Detection&quot; by Christer Ericson. This is *the* book you want to get. Any article I would write would just be inferior to this.

cheers mate</description>
		<content:encoded><![CDATA[<p>Hello James, well I was going to write one about collision detection, but then I found out about &#8220;Real Time Collision Detection&#8221; by Christer Ericson. This is *the* book you want to get. Any article I would write would just be inferior to this.</p>
<p>cheers mate</p>
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	<item>
		<title>By: James</title>
		<link>http://gafferongames.com/game-physics/#comment-11804</link>
		<dc:creator>James</dc:creator>
		<pubDate>Sun, 11 Oct 2009 13:46:23 +0000</pubDate>
		<guid isPermaLink="false">http://www.gaffer.org/game-physics/#comment-11804</guid>
		<description>Hi Glen. I am loving the articles you&#039;ve written so far. They&#039;re very informative and have given me some great ideas for building my own physics engine. I was wondering if you have any plans to write an article about collision detection (or if you&#039;ve already written one). 

Thanks again!</description>
		<content:encoded><![CDATA[<p>Hi Glen. I am loving the articles you&#8217;ve written so far. They&#8217;re very informative and have given me some great ideas for building my own physics engine. I was wondering if you have any plans to write an article about collision detection (or if you&#8217;ve already written one). </p>
<p>Thanks again!</p>
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	<item>
		<title>By: Glenn Fiedler</title>
		<link>http://gafferongames.com/game-physics/#comment-10515</link>
		<dc:creator>Glenn Fiedler</dc:creator>
		<pubDate>Sat, 28 Feb 2009 04:44:28 +0000</pubDate>
		<guid isPermaLink="false">http://www.gaffer.org/game-physics/#comment-10515</guid>
		<description>i&#039;m a self taught programmer, i have no degree but i&#039;ve gone to a few university courses to brush up on some more mathematics - and i did advanced math in highschool, so i have decent background, but really *nothing* on somebody who went through actual physics or electrical engineering maths

in otherwords, i have &quot;programmer mathematics&quot;, meaning i learn what i need to do what i want to do, and not much more

so i don&#039;t do calculus daily, just when i need it. and usually, it&#039;s very VERY slow :)

but a key thing is that i always try to understand, as deep as i can what i am working on... so I do know the taylor&#039;s theorem basis for RK4 and understand it, and i can derive it if necessary. the only thing i&#039;m a bit fuzzy on in the whole physics articles is how to calculate the spin quaternion to integrate the orientation from angular velocity. i don&#039;t fully understand the mathematics behind that, but the rest i&#039;m pretty solid on.

if you want to study something to get a deeper meaning of the physics equations, i highly recommend taking a look at baraff&#039;s siggraph courses on physics simulation (google for it) - this is a good place to get a good understanding of the mathematics and ideas behind physics simulation

in fact really, you could just look at my articles as a poor man&#039;s version of his papers, covering much the same material, but with a programmer focus instead of a mathematics focus

cheers</description>
		<content:encoded><![CDATA[<p>i&#8217;m a self taught programmer, i have no degree but i&#8217;ve gone to a few university courses to brush up on some more mathematics &#8211; and i did advanced math in highschool, so i have decent background, but really *nothing* on somebody who went through actual physics or electrical engineering maths</p>
<p>in otherwords, i have &#8220;programmer mathematics&#8221;, meaning i learn what i need to do what i want to do, and not much more</p>
<p>so i don&#8217;t do calculus daily, just when i need it. and usually, it&#8217;s very VERY slow <img src='http://s.wordpress.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>but a key thing is that i always try to understand, as deep as i can what i am working on&#8230; so I do know the taylor&#8217;s theorem basis for RK4 and understand it, and i can derive it if necessary. the only thing i&#8217;m a bit fuzzy on in the whole physics articles is how to calculate the spin quaternion to integrate the orientation from angular velocity. i don&#8217;t fully understand the mathematics behind that, but the rest i&#8217;m pretty solid on.</p>
<p>if you want to study something to get a deeper meaning of the physics equations, i highly recommend taking a look at baraff&#8217;s siggraph courses on physics simulation (google for it) &#8211; this is a good place to get a good understanding of the mathematics and ideas behind physics simulation</p>
<p>in fact really, you could just look at my articles as a poor man&#8217;s version of his papers, covering much the same material, but with a programmer focus instead of a mathematics focus</p>
<p>cheers</p>
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