約莫半年前,我們嘗試在遊戲裡加入能讓玩家爬上去擺盪的繩子。當時我們還不知道 NVIDIA FleX 可以免費的在 Unity 上使用,傻傻地嘗試了喜歡旋轉跳躍的 Joint ,以及每一個粒子都是一隻 bug 的 Cloth 系統,最後讀了半篇 Position Based Dynamic 論文就開始自幹起繩子。本次將會簡單介紹 PBD 並分享我們自幹繩子的一些腦洞、經驗和理解。先備知識
須具備基本微積分及物理觀念(大約高三選修程度)、對程式有基本的了解
SITCON 2020 共筆
SITCON 2020
2020
共筆
R3
歡迎大家來到SITCON 2020 ヽ(✿゚▽゚)ノ
共筆入口:https://hackmd.io/@SITCON/2020
手機版請點選上方 按鈕展開議程列表。
請從這裡開始
加速度不可預測
碰撞、拉扯、浮力、玩家互動
數值積分
ApplyForces();
x += v*dt;
v += a*dt;
ApplyForces();
x += v*dt;
v += a*dt;
ApplyForces()
{
v += a*dt;
x += v*dt + 0.5*a*dt;
}
v += a*dt;
x += v*dt;
Constraint
修正
or
or
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