Simulating Motion – Part 1

In previous posts we have discussed how animations and games are simulations of the real world. For these simulations to be authentic, the objects in them have to move realistically and thus they must obey the laws of Physics. Of course, you may want your game or animation to have different physical laws. But even then, you have to understand the laws in order to break them in a plausible way.

In this post we’ll discuss the fundamental concepts needed to analyse the motion of macroscopic objects. These concepts are valid whether we want to simulate motion on a computer or consider it in real life. 

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