Author Topic: The Physics in Games - Real-Time Simulation Explained  (Read 1921 times)

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Offline Nuno Basto

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1hora e 13min imperdíveis! RECOMENDO 5*!

mms://mschnlnine.wmod.llnwd.net/a1809/d1/ch9/4/7/8/4/1/3/Beckman_GamePhysics_s_ch9.wmv

http://mschnlnine.vo.llnwd.net/d1/ch9/4/7/8/4/1/3/Beckman_GamePhysics.wmv

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Ever find yourself wondering about the math behind your favorite simulation game? Did you know that the motion physics of a car are much more complicated than the those of an airplane?

Brian Beckman, physicist, programmer and Channel 9 celebrity (he's been on C9 a few times...), sure does. Besides spending time innovating programming languages and tools, Brian spends time working on the mathematics behind real-time physics simulation. Most recently, he worked on the math behind the tire physics of the popular racing game Forza.

Simulation, by definition, needs to be accurate. Otherwise, well, it's not simulating reality, really, which is of course the idea of simulation. Games like Forza in fact simulate real physics of racing in a predictable and highly mathematically precise manner. That's exactly why Forza is a real-time automobile racing simulation game.

The past, present and future of computer simulation of real-time physical events, or simply computer-based simulations that involve highly accurate representations of things moving/changing in space and time that are precisely affected by multiple variables like wind, rain, gravity, mud, oil, planets, waves, etc are very fascinating topics for gamers(many may not realize this explicitly, but they sure experience it!), mathematicians, programmers and physicists alike. Heck, any body who thinks about the thinking behind things that they experience in a simulated environment should watch/listen to this interview (available in podcast form as well as video).

Towards the end of this conversation, Brian mentions Rigs of Rods and Plasma Pong. Check out the Rigs of Rods simulation demo at 00:58:11!

Our sister site, Channel 10, has a great Forza piece.

Tune in. Learn (alot).

Offline F1CT1C10U5

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Re: The Physics in Games - Real-Time Simulation Explained
« Reply #1 on: April 28, 2009, 23: 13 »
Já está a sacar. Amanhã vejo!

Offline Nuno Basto

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Re: The Physics in Games - Real-Time Simulation Explained
« Reply #2 on: April 28, 2009, 23: 23 »
ACREDITEM! Vale mesmo apena!

Offline Félix Simões

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Re: The Physics in Games - Real-Time Simulation Explained
« Reply #3 on: April 29, 2009, 00: 03 »
Já conhecia. É mesmo muito bom e aprende-se muito.

Offline Paulo Baptista

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Re: The Physics in Games - Real-Time Simulation Explained
« Reply #4 on: May 01, 2009, 15: 36 »
Uau. Isto é uma peça de valor incalculável. Este tipo fez mais pela minha maneira de conduzir do que todas as horas que perdi a treinar.  :crazy:
Paulo "Batman" Baptista

Offline Filipe Chaves

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Re: The Physics in Games - Real-Time Simulation Explained
« Reply #5 on: May 02, 2009, 00: 01 »
Terminei de ver o vídeo agora e...EXCELENTE, realmente, neste mundo há algumas mentes brilhantes.
Esta gente devia receber um Prémio Nobel por nos dar tantas alegrias HeHe.
« Last Edit: May 02, 2009, 00: 28 by Filipe Chaves »

Offline Ricardo Garrido

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Re: The Physics in Games - Real-Time Simulation Explained
« Reply #6 on: May 02, 2009, 11: 11 »
Estou a ver agora. Que saudades destas equações de inércia e binário da cadeira de mecânica clássica  :rofl:

Offline Nuno Basto

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Re: The Physics in Games - Real-Time Simulation Explained
« Reply #7 on: May 05, 2009, 16: 09 »
Adicionada ao PTSims TV,... podem ver no Menu On-Demand. Aliás está Live!

Offline Mari00

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Re: The Physics in Games - Real-Time Simulation Explained
« Reply #8 on: May 21, 2009, 01: 43 »
Muito bom mesmo, no que se aplica a pista pouco ou nada aprendi, afinal é o que estudo, mas aprendi muito no que toca a aplicação dos conceitos no pc. Recomendo vivamente vale cada segundo.

Offline Luís Branco

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Re: The Physics in Games - Real-Time Simulation Explained
« Reply #9 on: May 21, 2009, 03: 55 »
Excelente. É simplesmente soberbo ver e ouvir como temas complexos se tornam simples quando quem fala deles sabe do que fala. Até eu que ando muito, mas mesmo muito longe destes temas compreendi e deliciei-me a ver o vídeo.

Já agora experimentem o http://rigsofrods.com/ que é falado no vídeo porque é realmente fantástico.

Obrigado por teres trazido mais esta Nuno :i-m_so_happy: :thank_you2:

Offline Nuno Basto

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Re: The Physics in Games - Real-Time Simulation Explained
« Reply #10 on: May 21, 2009, 10: 30 »
De nada! Já cá anda isto á algum tempo, aliás anda uma "TESE" sobre o assunto disponível na net sobre o trabalho dele nesta área da física de simuladores.

Offline Nuno Basto

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Re: The Physics in Games - Real-Time Simulation Explained
« Reply #11 on: May 21, 2009, 10: 52 »
Tá aqui http://phors.locost7.info/contents.htm o artigo,.. é mt grande e mt bem detalhado!

Offline Luís Branco

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Re: The Physics in Games - Real-Time Simulation Explained
« Reply #12 on: May 21, 2009, 13: 19 »
E que tal nos mods e addons que existem perderem-se as manias de grandezas, importâncias e alguma mesquinhes e passarem a reger-se por qualquer coisa como isto que, fará muito mais sentido:

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The "Physics of Racing" is a set of free articles. This means that you are granted a perpetual, transferable, royalty-free
license to copy, print, distribute, reformat, host and post the articles in any form, electronic or other. You are asked only
that you (1) do not change the content or attribution (that is, the author's name) (2) do not charge money for copies in any
form (3) do not restrict the ability or rights of others to copy these articles freely.


from "The Physics of Racing" by Brian Beckman

Offline Nuno Basto

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Re: The Physics in Games - Real-Time Simulation Explained
« Reply #13 on: May 21, 2009, 13: 38 »
Foi outra coisa que admirei no gajo,... principalmente pq trabalha com a empresa que é,... a Microsoft.

Offline Mari00

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Re: The Physics in Games - Real-Time Simulation Explained
« Reply #14 on: May 21, 2009, 15: 53 »
Experimentem também o plasma pong é um grande vicio XD.