When researching into physics I had to choose an appropriate method to simulate physics with realism and performance in mind. There are 4 main options to use which I will go into brief detail below.
- Semi-Implicit Euler comes across as the best option to use for the best accuracy at the most optimal performance.
- Runge Kutta method has the best accuracy by far but performance wise it doesn't seem efficient enough for a game environment.
- Euler is much too accurate all together for what I want to use since physics are the center of my game.
- Midpoint is like the name suggests a good in between of semi implicit and Runge Kutta but didn't have much recommendation from sources I found
I talked to one of my tutors about which to implement and got told that Semi-Implicit Euler would be the best to use for my project of a mobile physics game.
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| Picture found on google. Origin is youtube video - https://www.youtube.com/watch?v=kxWBXd7ujx0 Jorge Rodriguez |

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