Book Image

Unreal Engine Physics Essentials

By : Devin Sherry, Katax Emperore
Book Image

Unreal Engine Physics Essentials

By: Devin Sherry, Katax Emperore

Overview of this book

This book gives readers practical insight into the mathematical and physics principles necessary to properly implement physics within Unreal Engine 4. Discover how to manipulate physics within Unreal Engine 4 by learning basic real-world mathematical and physics concepts that assist in the implementation of physics-based objects in your game world. Then, you'll be introduced to PhAT (Physics Asset Tool) within Unreal Engine 4 to learn more about developing game physics objects for your game world. Next, dive into Unreal Engine 4’s collision generation, physical materials, blueprints, constraints, and more to get hands-on experience with the tools provided by Epic to create real-world physics in Unreal Engine 4. Lastly, you will create a working Vehicle Blueprint that uses all the concepts covered in this book, as well as covering advanced physics-based topics.
Table of Contents (15 chapters)
Unreal Engine Physics Essentials
Credits
About the Authors
About the Reviewer
www.PacktPub.com
Preface
Index

Angular and Linear Damping


In this section, we will discuss Angular and Linear Damping in more detail, focusing on the friction properties of physics bodies. Further more, we will discuss physics damping and how this can be used when setting up the constraints for our blueprints. Let's begin by briefly discussing Angular Damping and Angular Velocity/Momentum.

In the realm of physics, Angular Velocity is defined as the rate of change of angular displacement, also known as a vector quantity, which specifies the angular speed or the rotational speed of an object and the axis in which the object is rotating.

In the preceding diagram, we can see that w, or the angular speed, is equal to the velocity divided by the radius of the object that is rotating.

Linear Angular Momentum is proportional to Moment of Inertia (I) and Angular Speed (w), so the basic formula is L = Iw. We now know that w is equal to the velocity and radius of the object, so we can now write the expression as L = I (v/r). Lastly...