RE: what you look for in a physics engine coder...engine transaction
"Jamie Fowlston" <[email protected]> Mon, 19 Jul 2004 16:59:30 +0100
| Newsgroups | gmane.games.devel.general |
|---|---|
| Message-ID | <[email protected]> |
oh, and also some appreciation of things which currently aren't truly realtime, but are getting there. Fluid dynamics, finite element analysis, etc.... Jamie -----Original Message----- From: [email protected] [mailto:[email protected]]On Behalf Of Jamie Fowlston Sent: 19 July 2004 16:29 To: [email protected] Subject: RE: [GD-General] what you look for in a physics engine coder...engine transaction I won't attempt to answer the second question, although there seem to be a number of reasonably good free physics engines out there :) Re. things to look for in a physics coder, off the top of my head: Necessary: - I would want someone who had done it before. They would have to have shipped a title with their physics in, or at the very least done _very_ convincing demos. - Very strong maths (at least degree level). - Ability to handle numerical accuracy issues (in practice, not just in theory). - An awareness of the general methods that get used in collision detection (e.g. broad phase collision detection systems (i.e. all sorts of spatial partitioning), narrow phase collision detection systems (primitive v. primitive, understanding of the double dispatch problem, GJK, Minkowksi sums, etc.)) - An awareness of the general methods that get used in collision resolution (impulse methods, penalty methods, LCP, general numerical solvers and degrees of freedom). - An awareness of the research that's out there (e.g. Mirtich, Baraff, etc.) - An understanding of the problem areas (e.g. stacking, coming to rest, etc.) Nice to have: - Implemented physics in at least two significantly different ways. - Familiarity with physics middleware. Jamie -----Original Message----- From: [email protected] [mailto:[email protected]]On Behalf Of CAVEY GERARD Sent: 19 July 2004 15:53 To: '[email protected]' Subject: [GD-General] what you look for in a physics engine coder...engine transaction Hi My question is a bit OT but anyway ... when you give someone the job to write the next generation physics engine, what profiles do you look for?I m not sure a basic engineer can fit the task. Any experience with it ? IMO nowadays we can no longer fake physics (for actions titles). Second OT question what could be the price of a "good enough" 3D engine plus the surrouding tools + plugins for 3d apps? I heard the Quake3 engine cost was 500 000$ ,but this is (was ,domm3 is going to bury it ) a ground breaking technology i know ... And the price of a "good enough" physics engine? When you sell such a technology how does it work? Do you have to sell some support, patchs,consulting ....? 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