Simulation Engines TDA571|DIT030 Physics
Tommaso Piazza
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Simulation Engines TDA571|DIT030 Physics Tommaso Piazza 1 - - PowerPoint PPT Presentation
Simulation Engines TDA571|DIT030 Physics Tommaso Piazza 1 Administrative stuff Group project presentation Friday, 18 December at 10.00 sharp Presentation using i.e. Powerpoint The extensions made by every member of the group
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understand your work
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Link to the code repository on Google Code
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designing, group dynamics and technical knowledge
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and objects in the game do not behave at all as you would expect them to
the appearance of truth”
fact, we seldom want to model the exact real properties of a physical process
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relative to its neighbors with no rotation or translation
motion
single point where applying a force will not result in a rotation of the body
measure of a body’s resistance to rotational motion
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bodies and sum up their masses for a total mass for the whole body
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body
coordinate axis, but the perpendicular distance from the coordinate axis for which we are calculating the moment of inertia
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which formulas have already been derived
3x3 matrix (inertia tensor) called I
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the local coordinates of the application point of the force r: M = r x F
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http://xkcd.com
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about, but here we assume we are dealing with a high-realism flight simulator and not a watered-down arcade game
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gravitational field that ensures that whatever goes up, eventually comes down
generated by the wings that keeps the airplane flying.
forward
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pressure in the fluid will go down locally in proportion to the speed
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center of mass, creating torque
center of buoyancy) must be located below the center of mass
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that we may also have to take into account
accelerated with the ship
come from full speed to a full stop
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current acceleration as a = R/m
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function f(x) by extrapolating in the direction of the derivative f0(x) at the previous step
generally is not true
little impact on the final result
higher order terms actually have an impact on the final result, and the method does not converge to the exact value
using the step size dx and the other using two steps of the size dx/2 and comparing the difference in result
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realistic gameplay
formulas for both types of motion
for large step-sizes; adaptive methods which correct the step-size depending on the truncation error works best.
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