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|Session Name:||Physics for Game Programmers; Continuous Collision|
|Company Name(s):||Blizzard Entertainment|
|Track / Format:||Production|
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Game physics engines are used to create games like Angry Birds, Half-Life, Tomb Raider, Red Faction, MotorStorm, Limbo, and Diablo 3. Games would be far less compelling without the realistic physics simulation that engages the player's intuition and stimulates their motion awareness. Physics has become a staple of the modern gaming tradition as we try to re-create and re-interpret the world around us. The Physics for Programmers tutorial brings together speakers from Blizzard, Dtecta, Havok, NVIDIA, Sony, and Valve. Topics include collision detection, continuous simulation, constraint solvers, and demos. The focus is on rigid body physics and real-time simulation in games. There will be a mix of introductory topics, recent algorithms, and practical tips. Time is reserved for Q&A.
10-10:10am - Welcome Remarks - Erin Catto (Blizzard Entertainment)
10:10-11am - The Separating Axis Test - Dirk Gregorius (Valve)
11:10am-12pm - Continuous Collision - Erin Catto (Blizzard Entertainment)
12-1:30pm - Lunch
1:30-2:20pm - Spatial Data Structures - Gino van den Bergen (Dtecta)
2:30-3:20pm - Iterative Rigid Body Solvers - Richard Tonge (NVIDIA)
3:30-4:20pm - Stop my Constraints from Blowing Up! - Oliver Strunk (Havok)
4:30-4:40pm - Coffee Break
4:50-5:40pm - Virtual Go - Glenn Fiedler (Sony Santa Monica)
5:50-6pm - Open Q&A and Closing Remarks