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 ....?

Thanks in advance

GC.


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