Uploaded October 2020 | Updated September 2026, 2 weeks ago
Join the Discord: discord.gg/4tHeAkxNg7
In this episode I try to explain how linear impulse works in physics for elastic collisions. I then simplify the real world physics to an appropriate use for our physics engine so that it can run in real time. To do this I use an iterative impulse solver that only approximates a real world solution to the elastic collision. I also briefly discuss conservation of momentum, which is used to solve for the impulse.
Research Paper (Linear Impulse in Games): research.ncl.ac.uk/game/mastersdegree/gametechnologies/physicstutorials/5collisionresponse/Physics%20-%20Collision%20Response.pdf
Source Code: github.com/codingminecraft/MarioYoutube/tree/7dd9ad3508a45f3a2224564d3a81f3be2dbbed54
0:00 Intro
0:41 Math for Linear Impulse
9:52 Coding Linear Impulse Resolution
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Website: ambrosiogabe.github.io
Github: github.com/ambrosiogabe
Here are some books I recommend if you want to learn about game engine development more thoroughly. I do not profit off any of these sales, these are just some books that have helped me out :)
My Recommended Game Engine Books:
Game Engine Architecture: gameenginebook.com
Game Physics Cookbook (Read this before the next physics book): amazon.com/Game-Physics-Cookbook-Gabor-Szauer/dp/1787123669
Game Physics (Ian Millington): amazon.com/Game-Physics-Engine-Development-Commercial-Grade/dp/0123819768
Game Programming Patterns (Free): gameprogrammingpatterns.com
My Recommended Beginning Game Programming Books:
JavaScript Game Design: apress.com/gp/book/9781430247166
My Recommended Java Books:
Data Structures/Algorithms: amazon.com/Data-Structures-Algorithms-Java-6th-ebook/dp/B00JDRQF8C
LWJGL (Free, but I haven't read this thoroughly): lwjglgamedev.gitbooks.io/3d-game-development-with-lwjgl/content
Join the Discord: discord.gg/4tHeAkxNg7
In this episode I try to explain how linear impulse works in physics for elastic collisions. I then simplify the real world physics to an appropriate use for our physics engine so that it can run in real time. To do this I use an iterative impulse solver that only approximates a real world solution to the elastic collision. I also briefly discuss conservation of momentum, which is used to solve for the impulse.
Research Paper (Linear Impulse in Games): research.ncl.ac.uk/game/mastersdegree/gametechnologies/physicstutorials/5collisionresponse/Physics%20-%20Collision%20Response.pdf
Source Code: github.com/codingminecraft/MarioYoutube/tree/7dd9ad3508a45f3a2224564d3a81f3be2dbbed54
0:00 Intro
0:41 Math for Linear Impulse
9:52 Coding Linear Impulse Resolution
---------------------------------------------------------------------
Website: ambrosiogabe.github.io
Github: github.com/ambrosiogabe
Here are some books I recommend if you want to learn about game engine development more thoroughly. I do not profit off any of these sales, these are just some books that have helped me out :)
My Recommended Game Engine Books:
Game Engine Architecture: gameenginebook.com
Game Physics Cookbook (Read this before the next physics book): amazon.com/Game-Physics-Cookbook-Gabor-Szauer/dp/1787123669
Game Physics (Ian Millington): amazon.com/Game-Physics-Engine-Development-Commercial-Grade/dp/0123819768
Game Programming Patterns (Free): gameprogrammingpatterns.com
My Recommended Beginning Game Programming Books:
JavaScript Game Design: apress.com/gp/book/9781430247166
My Recommended Java Books:
Data Structures/Algorithms: amazon.com/Data-Structures-Algorithms-Java-6th-ebook/dp/B00JDRQF8C
LWJGL (Free, but I haven't read this thoroughly): lwjglgamedev.gitbooks.io/3d-game-development-with-lwjgl/content










