From simple physics with a ball, to a more complicated shape

Posted by Maximus on Game Development See other posts from Game Development or by Maximus
Published on 2012-05-31T17:04:43Z Indexed on 2012/05/31 22:52 UTC
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Hello fellow game devs and stack overflowers...

I recently made a transition from OpenGL ES 1.1 to 2.0 (on Android via NDK) and things are going well so far. I'm working on doing a dice rolling application (gaming dice up to 20 sided, not just regular 6 sided die) as a way to learn more about how physics is implemented in a gaming environment.

I've explored implementing existing engine options (such as Bullet) and I don't think I need to implement something quite so sophisticated. I've found several tutorials that handle a lot of the general physics involved with initial trajectory, velocity, angle of contact and reflection angle, etc. I'm confident that I'd be able to implement ball-like behavior without much trouble.

My question lies in when I attempt to make the interaction of the die shape with another surface more "realistic," for example... the die strikes the floor surface at such an angle where only one corner makes contact with the floor. In my mind, the center of gravity of the object would play a part in determining how the die bounces away, possibly even spinning it it faster, etc... but I am not sure what the actual math involved is.

Are there any recommended resources for getting into this level of detail? Initial searches haven't turned up much...

Thanks to everyone in the community, -Jeremiah

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