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How is a single physical-graphical model created?
Hello.
I learned how to work with DirectX C ++, draw 3D models there and all that. Roughly understood how everything works. Now I began to intersect the question - how to attach physics to all this ( I’m not interested in what is already ready, I want to figure out how it works myself)? Driving on cars, animations, collision of objects. And how is the collision of objects loaded into the engine correctly? It turns out that the vertices are loaded in the same way? Well, what if the collision does not match the appearance of the object?
And a little offtopic:
I don’t remember the name of the technology that creates dynamic animations (it is used in GTA4, GTA5 and a couple of other games), the only thing is that “a couple more games”. Why so few games use it? After all, this gives the game realism. Is it really that difficult to implement? And why can't large companies implement their own such technology, but buy it from others?
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And why can't large companies implement their own such technology, but buy it from others?
The physics engine has nothing to do with the graphics engine. Two different programs. Even the objects themselves interact through colliders, not through meshes.
Physics is done according to simplified scientific laws (f=am, x=x0+v0t+at^2/2).
1) NVidia has a PhysX
library
2) Matlab (Simulink) has a 3D Animation (3D editor) to which you can bind physics (many examples)
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