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  How to start with LWJGL physics.  (Read 1774 times)
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Offline joaogl

Junior Member


Medals: 1



« Posted 2013-03-26 15:38:41 »

Hello,

I'm thinking in start learning physics... I started to search stuff and I found lots of engines but I dont know that.... I want to make my own physics....

So if someone is able to tell me some guide lines to start learning... btw using 3D lwjgl...

Thanks.
Offline davedes
« Reply #1 - Posted 2013-03-26 15:57:51 »

A 3D physics engine is really advanced; I'd recommend starting with 2D instead.

http://www.wildbunny.co.uk/blog/2011/04/06/physics-engines-for-dummies/
http://ianqvist.blogspot.ca/search/label/Physics
http://www.ibm.com/developerworks/web/library/wa-build2dphysicsengine/index.html?ca=drs-

Check out Box2D or another physics engine for practical implementation:
Box2D
Fizzy
Phys2D

"Learn to walk before you run," as the saying goes.

Offline Axeman

Senior Member


Medals: 7



« Reply #2 - Posted 2013-03-26 16:14:48 »

I can also recommend these articles. They helped me out a lot.

http://chrishecker.com/Rigid_body_dynamics
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Offline joaogl

Junior Member


Medals: 1



« Reply #3 - Posted 2013-03-26 16:26:21 »

Thanks... Cheesy

I just sad 3D because I'm making a 3D game.. I've already made the basic movement stuff and the obj import with textures now to move on I need the physics so u guys recommended to start with 2D I will Cheesy

One more time thanks
Offline Gamerulf

Junior Member


Medals: 2



« Reply #4 - Posted 2013-03-26 20:38:59 »

Thanks... Cheesy

I just sad 3D because I'm making a 3D game.. I've already made the basic movement stuff and the obj import with textures now to move on I need the physics so u guys recommended to start with 2D I will Cheesy

One more time thanks
Isn't movement a part of physics?
Are you saying you are going to use 2D physics in your 3D game or that you will learn 2D physics first?

Im new to this so Im abit confused..

- Gamerulf
Offline Axeman

Senior Member


Medals: 7



« Reply #5 - Posted 2013-03-27 00:38:02 »

Joaogl: I made a basic physics engine for a (2D) Asteroid type of game with bouncing asteroids and a tractor beam. It was so rewarding to when I saw even simple polygons behave like "real" objects. A childlike bliss! Smiley Good luck!

Gamerulf: Yes, movement is part of physics but it can be more or less "real". That is, if you want stuff to behave more like in the real world a simple "x++" won´t suffice. You´ll have to start to calculate how forces affects objects, how objects react in a collision and so on. I really recommend the links below. They are a good read if you have the time. Wildbunny and Chris Heckers articles taught me a lot.

And using 2D physics in a 3D world isn´t such a good idea since you have no depth. But even so, I think it´s a good idea to start out 2d just to get a grip of the concepts. When you get to the point that you need to solve collisions between multiple objects it´s pretty nice not to be bothered by that extra dimension I guess... Smiley
Offline HeroesGraveDev

JGO Kernel


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« Reply #6 - Posted 2013-03-27 05:08:11 »

LWJGL = OpenGL binding for Java.
OpenGL = 3D Rendering.
Rendering != Physics.

A good sign that you aren't ready is if you don't know what you're talking about.

But anyway:

First things to do is to learn physics.
I assume by physics you really mean kinematics.
Use google to find articles on kinematics.
Once you learn the physics, then you should be able to make a physics engine easily.

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