#atom

Creating realistic physical behaviors and interactions in game environments

Core Idea: Game physics implementation involves simulating physical behaviors like gravity, collision detection, momentum, and object interactions to create believable and interactive virtual environments.

Key Elements

Core Concepts

Implementation Approaches

Common Components

Implementation Methods

Basic Gravity and Collision

// Simple gravity and ground collision in JavaScript
function updatePlayerPhysics(player, deltaTime) {
  // Apply gravity
  player.velocity.y += GRAVITY * deltaTime;
  
  // Update position based on velocity
  player.position.y += player.velocity.y * deltaTime;
  player.position.x += player.velocity.x * deltaTime;
  
  // Check for ground collision
  const groundLevel = 0;
  if (player.position.y <= groundLevel) {
    player.position.y = groundLevel;
    player.velocity.y = 0;
    player.onGround = true;
  } else {
    player.onGround = false;
  }
}

AABB Collision Detection

// Axis-Aligned Bounding Box collision detection
function checkAABBCollision(objectA, objectB) {
  return (
    objectA.position.x < objectB.position.x + objectB.width &&
    objectA.position.x + objectA.width > objectB.position.x &&
    objectA.position.y < objectB.position.y + objectB.height &&
    objectA.position.y + objectA.height > objectB.position.y
  );
}

function resolveCollision(player, block) {
  // Calculate overlap on each axis
  const overlapX = Math.min(
    player.position.x + player.width - block.position.x,
    block.position.x + block.width - player.position.x
  );
  
  const overlapY = Math.min(
    player.position.y + player.height - block.position.y,
    block.position.y + block.height - player.position.y
  );
  
  // Resolve along axis with smallest overlap
  if (overlapX < overlapY) {
    if (player.position.x < block.position.x) {
      player.position.x -= overlapX;
    } else {
      player.position.x += overlapX;
    }
    player.velocity.x = 0;
  } else {
    if (player.position.y < block.position.y) {
      player.position.y -= overlapY;
      player.velocity.y = 0;
      player.onGround = true;
    } else {
      player.position.y += overlapY;
      player.velocity.y = 0;
    }
  }
}

Raycasting for Object Detection

// Simple raycast function
function raycast(origin, direction, maxDistance, objects) {
  let closestHit = null;
  let closestDistance = maxDistance;
  
  // Normalize direction vector
  const magnitude = Math.sqrt(direction.x * direction.x + direction.y * direction.y + direction.z * direction.z);
  const normalizedDir = {
    x: direction.x / magnitude,
    y: direction.y / magnitude,
    z: direction.z / magnitude
  };
  
  // Check each object for intersection
  for (const object of objects) {
    // Simplified box intersection test
    const t1 = (object.minX - origin.x) / normalizedDir.x;
    const t2 = (object.maxX - origin.x) / normalizedDir.x;
    const t3 = (object.minY - origin.y) / normalizedDir.y;
    const t4 = (object.maxY - origin.y) / normalizedDir.y;
    const t5 = (object.minZ - origin.z) / normalizedDir.z;
    const t6 = (object.maxZ - origin.z) / normalizedDir.z;
    
    const tmin = Math.max(Math.max(Math.min(t1, t2), Math.min(t3, t4)), Math.min(t5, t6));
    const tmax = Math.min(Math.min(Math.max(t1, t2), Math.max(t3, t4)), Math.max(t5, t6));
    
    // Ray misses the box
    if (tmax < 0 || tmin > tmax) continue;
    
    // Hit is beyond max distance
    if (tmin > maxDistance) continue;
    
    // We found a closer hit
    if (tmin < closestDistance) {
      closestDistance = tmin;
      closestHit = {
        object: object,
        distance: tmin,
        point: {
          x: origin.x + normalizedDir.x * tmin,
          y: origin.y + normalizedDir.y * tmin,
          z: origin.z + normalizedDir.z * tmin
        }
      };
    }
  }
  
  return closestHit;
}

Jump Mechanics

function handleJump(player, jumpForce) {
  if (player.onGround) {
    player.velocity.y = jumpForce;
    player.onGround = false;
  }
}

Minecraft-Style Block Physics

Block-Based Collision System

// Efficient grid-based collision for block worlds
function checkBlockCollisions(player, world) {
  // Get blocks that could possibly collide with the player
  const minBlockX = Math.floor(player.position.x - player.width/2);
  const maxBlockX = Math.floor(player.position.x + player.width/2);
  const minBlockY = Math.floor(player.position.y - player.height/2);
  const maxBlockY = Math.floor(player.position.y + player.height/2);
  const minBlockZ = Math.floor(player.position.z - player.width/2);
  const maxBlockZ = Math.floor(player.position.z + player.width/2);
  
  player.onGround = false;
  
  // Check each potential block
  for (let x = minBlockX; x <= maxBlockX; x++) {
    for (let y = minBlockY; y <= maxBlockY; y++) {
      for (let z = minBlockZ; z <= maxBlockZ; z++) {
        if (world.hasBlockAt(x, y, z)) {
          const block = {
            position: { x, y, z },
            width: 1,
            height: 1,
            depth: 1
          };
          
          if (checkAABBCollision3D(player, block)) {
            resolveCollision3D(player, block);
            
            // If we're standing on top of a block, mark as grounded
            if (player.position.y === block.position.y + block.height) {
              player.onGround = true;
            }
          }
        }
      }
    }
  }
}

Block Breaking Physics

function breakBlock(world, position) {
  // Remove the block from the world
  const block = world.getBlockAt(position.x, position.y, position.z);
  
  if (block) {
    // Remove from world data structure
    world.removeBlockAt(position.x, position.y, position.z);
    
    // Check if any blocks above should fall (simplified gravity)
    checkBlockGravity(world, position.x, position.y + 1, position.z);
  }
}

function checkBlockGravity(world, x, y, z) {
  // If there's a block at this position
  if (world.hasBlockAt(x, y, z)) {
    // If there's no block below
    if (!world.hasBlockAt(x, y - 1, z)) {
      // Move this block down
      const block = world.getBlockAt(x, y, z);
      world.removeBlockAt(x, y, z);
      world.addBlockAt(x, y - 1, z, block);
      
      // Check the block that was above this one
      checkBlockGravity(world, x, y + 1, z);
    }
  }
}

Optimization Techniques

Spatial Partitioning

Performance Strategies

Common Challenges and Solutions

Connections

References

  1. "Game Physics Engine Development" by Ian Millington
  2. "Real-Time Collision Detection" by Christer Ericson
  3. Open source physics implementations in popular game engines

#game-physics #collision-detection #simulation #game-development #rigid-body-dynamics


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