Book Image

Learning Physics Modeling with PhysX

By : Krishna Kumar
Book Image

Learning Physics Modeling with PhysX

By: Krishna Kumar

Overview of this book

<p>In this day and age, physics engines play a very critical role in the success of a sophisticated game. PhysX is a state-of-the-art cross-platform physics engine widely used by top game studios and developers. It contains all the physics-related components you will need and exploits the parallel-processing capability of modern GPUs as well as multi-core CPUs to make a game as physically-realistic as possible. This book will help you to program and simulate games by using PhysX 3.</p> <p>Learning Physics Modeling with PhysX helps you to master physics simulation using the PhysX Physics Engine from scratch. This is useful not only for game developers, but also for developers making virtual walkthroughs or training and other simulation applications. It will cover all the essential features of PhysX 3 with easy-to-understand code snippets and examples to help you learn quickly and efficiently.</p> <p>This book will start off by introducing you to the basic concepts of physic engines and will give you a glimpse of PhysX implementation. We then gradually cover more sophisticated topics with sample source code so that you can see what you have learned in action. We will cover the history and features of the PhysX SDK as well as how to configure it with the C++ compiler. After touching upon essential topics like rigid body dynamics and collision detection, we will gradually move on to more advanced topics like joints, scene queries, character controllers, particles, and cloth simulation. By the end of this book, you will have learned everything you need to know about the PhysX 3 Physics Engine, and you will be able to use it to program your very own physics simulation quickly and efficiently.</p>
Table of Contents (17 chapters)
Learning Physics Modeling with PhysX
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
Index

Continuous collision detection


There are two collision detection techniques that are typically used in the physics engine. The first one is Discrete Collision Detection (DCD), and the second one is Continuous Collision Detection (CCD). DCD gives better performance because it checks for collision between two time steps. Collision is only detected after some level of intersection of colliding objects. However, it is also prone to missing the collision of fast moving objects because of its non-continuous collision technique. On the other hand, CDD considers a continuous motion of moving objects and does not miss any collision during motion between two time steps. Because of its continuous nature, CCD is more performance hungry than DCD.

In PhysX, by default, DCD is enabled because it is more performance friendly than CCD. However, there may be situations where we need to enable CCD, in order to take advantage of its collision detection accuracy and reliability.

To enable CCD in PhysX, the following...